Ich bin ein Rm XP Anfänger und check rgss fast gar nicht. aber ich brauche:
1.) Ein Skript womit ich das neue battle command "Overdrive" habe, indem bestimmte Techniken sind.
2.) Eine abänderung des Ring Menüs das ich benutze. Da soll dann noch ein Menüpunkt für die Overdrivefähigkeiten des
jeweiligen Characters.
Hier dass Ring-Menü Skript:
#==============================================================================
# �¡ Window_RingMenu
#==============================================================================
#==============================================================================
# Edited by MakirouAru
#==============================================================================
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("032-Item01") # �uƒAƒCƒeƒ€�vƒ�ƒjƒ…�[‚̃AƒCƒRƒ“
ICON_SKILL = RPG::Cache.icon("044-Skill01") # �uƒXƒLƒ‹�vƒ�ƒjƒ…�[‚̃AƒCƒRƒ“
ICON_EQUIP = RPG::Cache.icon("013-Body01") # �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("031-Key03") # �u�I—¹�vƒ�ƒjƒ…�[‚̃AƒCƒRƒ“
ICON_DISABLE= RPG::Cache.icon("") # Žg—p‹ÖŽ~�€–Ú‚É•t‚ƒAƒCƒRƒ“
SE_STARTUP = "087-Action02" # 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-35, height-35)
self.contents.font.name = "Arial"
self.opacity = 0
self.back_opacity = 0
s1 = "Items"
s2 = "Skills"
s3 = "Equip"
s4 = "Stats"
s5 = "Save"
s6 = "Quit"
@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•\ަ
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:
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
#--------------------------------------------------------------------------
# �› ‰æ–Ê�Ä•`‰æ(‘Ò‹@Žž
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# �› ‰æ–Ê�Ä•`‰æ(‰ñ“]Žž
# mode : 0=”½ŽžŒv‰ñ‚è 1=ŽžŒv‰ñ‚è
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# �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[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
#--------------------------------------------------------------------------
# �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•\ަ‚·‚éƒEƒBƒ“ƒhƒE‚Å‚·�B
#==============================================================================
class Window_RingMenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# �œ ƒIƒuƒWƒFƒNƒg�‰Šú‰»
#--------------------------------------------------------------------------
def initialize
super(204, 64, 232, 352)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# �œ ƒŠƒtƒŒƒbƒVƒ…
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.name = "Arial"
@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 - 40, y + 80)
draw_actor_name(actor, x, y + 24)
end
end
#--------------------------------------------------------------------------
# �œ ƒJ�[ƒ\ƒ‹‚Ì‹éŒ`�X�V
#--------------------------------------------------------------------------
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
#==============================================================================
# #�¡ 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�¬
@status_window = Window_RingMenuStatus.new
@status_window.x = 160
@status_window.y = 0
@status_window.z = 200
@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:
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
#--------------------------------------------------------------------------
# �œ ƒtƒŒ�[ƒ€�X�V (ƒXƒe�[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚Ì�ê�‡
#--------------------------------------------------------------------------
def update_status
# 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
end
Ich hoffe um schnelle antwort und danke im vorraus.
(Gut wäre es auch wenn bei den overdrivemoves dann das 0 für die MP weg währen. Is aber nich unbedingt nötig)
1.) Ein Skript womit ich das neue battle command "Overdrive" habe, indem bestimmte Techniken sind.
2.) Eine abänderung des Ring Menüs das ich benutze. Da soll dann noch ein Menüpunkt für die Overdrivefähigkeiten des
jeweiligen Characters.
Hier dass Ring-Menü Skript:
#==============================================================================
# �¡ Window_RingMenu
#==============================================================================
#==============================================================================
# Edited by MakirouAru
#==============================================================================
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("032-Item01") # �uƒAƒCƒeƒ€�vƒ�ƒjƒ…�[‚̃AƒCƒRƒ“
ICON_SKILL = RPG::Cache.icon("044-Skill01") # �uƒXƒLƒ‹�vƒ�ƒjƒ…�[‚̃AƒCƒRƒ“
ICON_EQUIP = RPG::Cache.icon("013-Body01") # �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("031-Key03") # �u�I—¹�vƒ�ƒjƒ…�[‚̃AƒCƒRƒ“
ICON_DISABLE= RPG::Cache.icon("") # Žg—p‹ÖŽ~�€–Ú‚É•t‚ƒAƒCƒRƒ“
SE_STARTUP = "087-Action02" # 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-35, height-35)
self.contents.font.name = "Arial"
self.opacity = 0
self.back_opacity = 0
s1 = "Items"
s2 = "Skills"
s3 = "Equip"
s4 = "Stats"
s5 = "Save"
s6 = "Quit"
@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•\ަ
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:
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
#--------------------------------------------------------------------------
# �› ‰æ–Ê�Ä•`‰æ(‘Ò‹@Žž

#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# �› ‰æ–Ê�Ä•`‰æ(‰ñ“]Žž

# mode : 0=”½ŽžŒv‰ñ‚è 1=ŽžŒv‰ñ‚è
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# �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[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
#--------------------------------------------------------------------------
# �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•\ަ‚·‚éƒEƒBƒ“ƒhƒE‚Å‚·�B
#==============================================================================
class Window_RingMenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# �œ ƒIƒuƒWƒFƒNƒg�‰Šú‰»
#--------------------------------------------------------------------------
def initialize
super(204, 64, 232, 352)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# �œ ƒŠƒtƒŒƒbƒVƒ…
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.name = "Arial"
@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 - 40, y + 80)
draw_actor_name(actor, x, y + 24)
end
end
#--------------------------------------------------------------------------
# �œ ƒJ�[ƒ\ƒ‹‚Ì‹éŒ`�X�V
#--------------------------------------------------------------------------
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
#==============================================================================
# #�¡ 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�¬
@status_window = Window_RingMenuStatus.new
@status_window.x = 160
@status_window.y = 0
@status_window.z = 200
@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:
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
#--------------------------------------------------------------------------
# �œ ƒtƒŒ�[ƒ€�X�V (ƒXƒe�[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚Ì�ê�‡

#--------------------------------------------------------------------------
def update_status
# 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
end
Ich hoffe um schnelle antwort und danke im vorraus.
(Gut wäre es auch wenn bei den overdrivemoves dann das 0 für die MP weg währen. Is aber nich unbedingt nötig)
Das ist mein kleiner Hausdrache. Beeindruckend was^^
Ps: eigentlich gehört da noch so ein schild dazu "Mein Atem hat 1000°C hältst du das aus" aber das hat er gefressen.
Damit die overdrivetechnik nicht im technikmenü steht. Das sollte dann so wie bei FFX sein. zumindest so ähnlich. Das overdrive Menü sollte dann auch erst sichtbar werden wenn die Overdrive-Leiste voll ist.
Das ist mein kleiner Hausdrache. Beeindruckend was^^
Ps: eigentlich gehört da noch so ein schild dazu "Mein Atem hat 1000°C hältst du das aus" aber das hat er gefressen.

YAams
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