MGCaladtogel
Member
I didn't manage to obtain the problem with the water until now...
I made a compatibility script for the ring menu, it shall be pasted below the mode7 and ring menu scripts :
I made a compatibility script for the ring menu, it shall be pasted below the mode7 and ring menu scripts :
Code:
# Compatibility Mode7 - Ring_Menu
# 26/03/08 - MGCaladtogel
# this script must be below the two other scripts
#------------------------------------------------------------------------------
# Window_RingMenu
#------------------------------------------------------------------------------
class Window_RingMenu < Window_Base
#------------------------------------------------------------------------------
# Initialize
#------------------------------------------------------------------------------
alias initialize_RingMenu initialize
def initialize( center_x, center_y )
if $game_system.mode7
x_intermediate = center_x + 15
y_intermediate = center_y + 24 - $game_temp.pivot - 4
if $game_system.loop_y
h = 32 * $game_map.height
y_intermediate = (y_intermediate + h / 2) % h - h / 2
end
center_y = (($game_temp.distance_h * y_intermediate *
$game_temp.cos_angle).to_f / ($game_temp.distance_h - y_intermediate *
$game_temp.sin_angle) + $game_temp.pivot)
center_x = 320 + ($game_temp.slope_value * center_y +
$game_temp.corrective_value) * (x_intermediate - 320)
if $game_system.loop_x
offset = ($game_map.width >= 24 ? 64 * ($game_temp.slope_value * center_y +
$game_temp.corrective_value) : 0)
l = 32 * $game_map.width * ($game_temp.slope_value * center_y +
$game_temp.corrective_value)
center_x = (center_x + offset) % l - offset
end
center_y -= 32 * $game_player.height * ($game_temp.slope_value * center_y +
$game_temp.corrective_value)
center_x -= 15
center_y -= 24
end
initialize_RingMenu( center_x, center_y )
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
#------------------------------------------------------------------------------
# Sprite_V
#------------------------------------------------------------------------------
class Sprite_V < Sprite
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
square_y_corrected = square_y
y_intermediate = 32 * y_map - $game_temp.pivot - $game_map.display_y / 4
y_intermediate_reference = y_intermediate
if $game_system.loop_y
y_intermediate = (y_intermediate + $game_temp.height / 2) %
$game_temp.height - $game_temp.height / 2
if y_intermediate_reference < y_intermediate
square_y_corrected = square_y + $game_map.height
elsif y_intermediate_reference > y_intermediate
square_y_corrected = square_y - $game_map.height
end
end
self.y = ($game_temp.distance_h * y_intermediate *
$game_temp.cos_angle).to_f / ($game_temp.distance_h - y_intermediate *
$game_temp.sin_angle) + $game_temp.pivot
if y < $game_temp.height_limit
self.opacity = 0
return
end
self.opacity = 255
if !$scene.is_a?(Scene_Menu) and $scene.spriteset != nil
opacity_values = $scene.spriteset.tilemap.opacity_values
tone_values = $scene.spriteset.tilemap.tone_values
if opacity_values.has_key?(y)
self.opacity = opacity_values[y]
self.tone = tone_values[y]
end
end
self.zoom_x = $game_temp.slope_value * y + $game_temp.corrective_value
self.zoom_y = zoom_x
x_intermediate = 32 * x_map - $game_map.display_x / 4
self.x = 320 + (zoom_x * (x_intermediate - 320))
if $game_system.loop_x
offset = ($game_map.width >= 24 ? 64 * zoom_x : 0)
l = 32 * $game_map.width * self.zoom_x
self.x = (self.x + offset) % l - offset
end
self.z = (128 * square_y_corrected - $game_map.display_y + 3) / 4 +
32 + 32 * priority
return
end
end