Envision, Create, Share

Welcome to HBGames, a leading amateur game development forum and Discord server. All are welcome, and amongst our ranks you will find experts in their field from all aspects of video game design and development.

Ring Menu in Battle

Hi :D

I'm looking for a Ring Menu to use in battle, specifically the type used in the Mario & Luigi games. I'm pretty sure this has been asked before, but I really need this.

I have some resources to help understand what I'm asking for. Here are some screens:

http://www.emuita.altervista.org/img/mi ... aga_01.png[/IMG]
As you can see from this one Luigi is currently selecting the "Attack" option. If you pressed "B" (or the back button) it would cancel the attack choices and go back to the interface. Then if you hit LEFT or RIGHT it would scroll around the little menu for you to select different options such as use an ITEM or RUN AWAY.

Another screen:

http://www.emuita.altervista.org/img/mi ... aga_02.png[/IMG]
In this one Luigi has selected "ATTACK." And like in RMXP he chooses the enemy he wishes to attack.

Another screen:
http://www.emuita.altervista.org/img/mi ... aga_10.png[/IMG]

As according to the screen shots I would really like this to be compatible with Minkoff's Animated Battlers.

I know I've seen someone use a menu just like this, but I can't find the script. The only Ring Menu in battle I have is this one:

I have no idea who made this. I think it was from a Japanese site or something, but I can't get it to use pictures in the menu. >_>

==============================================================================
# ** Scene_Battle (part 1)
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================

class Scene_Battle
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Initialize each kind of temporary battle data
$game_temp.in_battle = true
$game_temp.battle_turn = 0
$game_temp.battle_event_flags.clear
$game_temp.battle_abort = false
$game_temp.battle_main_phase = false
$game_temp.battleback_name = $game_map.battleback_name
$game_temp.forcing_battler = nil
# Initialize battle event interpreter
$game_system.battle_interpreter.setup(nil, 0)
# Prepare troop
@troop_id = $game_temp.battle_troop_id
$game_troop.setup(@troop_id)
# Make actor command window
s1 = $data_system.words.attack
s2 = $data_system.words.skill
s3 = $data_system.words.guard
s4 = $data_system.words.item
@actor_command_window = Window_Ring_Command.new(60, 80, [s1, s2, s3, s4], 60)
@actor_command_window.y = 160
@actor_command_window.back_opacity = 160
@actor_command_window.active = false
@actor_command_window.visible = false
# Make other windows
@party_command_window = Window_PartyCommand.new
@help_window = Window_Help.new
@help_window.back_opacity = 160
@help_window.visible = false
@status_window = Window_BattleStatus.new
@message_window = Window_Message.new
# Make sprite set
@spriteset = Spriteset_Battle.new
# Initialize wait count
@wait_count = 0
# Execute transition
if $data_system.battle_transition == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$data_system.battle_transition)
end
# Start pre-battle phase
start_phase1
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Refresh map
$game_map.refresh
# Prepare for transition
Graphics.freeze
# Dispose of windows
@actor_command_window.dispose
@party_command_window.dispose
@help_window.dispose
@status_window.dispose
@message_window.dispose
if @skill_window != nil
@skill_window.dispose
end
if @item_window != nil
@item_window.dispose
end
if @result_window != nil
@result_window.dispose
end
# Dispose of sprite set
@spriteset.dispose
# If switching to title screen
if $scene.is_a?(Scene_Title)
# Fade out screen
Graphics.transition
Graphics.freeze
end
# If switching from battle test to any screen other than game over screen
if $BTEST and not $scene.is_a?(Scene_Gameover)
$scene = nil
end
end
#--------------------------------------------------------------------------
# * Determine Battle Win/Loss Results
#--------------------------------------------------------------------------
def judge
# If all dead determinant is true, or number of members in party is 0
if $game_party.all_dead? or $game_party.actors.size == 0
# If possible to lose
if $game_temp.battle_can_lose
# Return to BGM before battle starts
$game_system.bgm_play($game_temp.map_bgm)
# Battle ends
battle_end(2)
# Return true
return true
end
# Set game over flag
$game_temp.gameover = true
# Return true
return true
end
# Return false if even 1 enemy exists
for enemy in $game_troop.enemies
if enemy.exist?
return false
end
end
# Start after battle phase (win)
start_phase5
# Return true
return true
end
#--------------------------------------------------------------------------
# * Battle Ends
# result : results (0:win 1:lose 2:escape)
#--------------------------------------------------------------------------
def battle_end(result)
# Clear in battle flag
$game_temp.in_battle = false
# Clear entire party actions flag
$game_party.clear_actions
# Remove battle states
for actor in $game_party.actors
actor.remove_states_battle
end
# Clear enemies
$game_troop.enemies.clear
# Call battle callback
if $game_temp.battle_proc != nil
$game_temp.battle_proc.call(result)
$game_temp.battle_proc = nil
end
# Switch to map screen
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# * Battle Event Setup
#--------------------------------------------------------------------------
def setup_battle_event
# If battle event is running
if $game_system.battle_interpreter.running?
return
end
# Search for all battle event pages
for index in 0...$data_troops[@troop_id].pages.size
# Get event pages
page = $data_troops[@troop_id].pages[index]
# Make event conditions possible for reference with c
c = page.condition
# Go to next page if no conditions are appointed
unless c.turn_valid or c.enemy_valid or
c.actor_valid or c.switch_valid
next
end
# Go to next page if action has been completed
if $game_temp.battle_event_flags[index]
next
end
# Confirm turn conditions
if c.turn_valid
n = $game_temp.battle_turn
a = c.turn_a
b = c.turn_b
if (b == 0 and n != a) or
(b > 0 and (n < 1 or n < a or n % b != a % b))
next
end
end
# Confirm enemy conditions
if c.enemy_valid
enemy = $game_troop.enemies[c.enemy_index]
if enemy == nil or enemy.hp * 100.0 / enemy.maxhp > c.enemy_hp
next
end
end
# Confirm actor conditions
if c.actor_valid
actor = $game_actors[c.actor_id]
if actor == nil or actor.hp * 100.0 / actor.maxhp > c.actor_hp
next
end
end
# Confirm switch conditions
if c.switch_valid
if $game_switches[c.switch_id] == false
next
end
end
# Set up event
$game_system.battle_interpreter.setup(page.list, 0)
# If this page span is [battle] or [turn]
if page.span <= 1
# Set action completed flag
$game_temp.battle_event_flags[index] = true
end
return
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# If battle event is running
if $game_system.battle_interpreter.running?
# Update interpreter
$game_system.battle_interpreter.update
# If a battler which is forcing actions doesn't exist
if $game_temp.forcing_battler == nil
# If battle event has finished running
unless $game_system.battle_interpreter.running?
# Rerun battle event set up if battle continues
unless judge
setup_battle_event
end
end
# If not after battle phase
if @phase != 5
# Refresh status window
@status_window.refresh
end
end
end
# Update system (timer) and screen
$game_system.update
$game_screen.update
# If timer has reached 0
if $game_system.timer_working and $game_system.timer == 0
# Abort battle
$game_temp.battle_abort = true
end
# Update windows
@help_window.update
@party_command_window.update
@actor_command_window.update
@status_window.update
@message_window.update
# Update sprite set
@spriteset.update
if @actor_command_window != nil
@actor_command_window.update
if Input.trigger?(Input::LEFT)
unless @actor_command_window.moving?
@actor_command_window.move_left
end
end
if Input.trigger?(Input::RIGHT)
unless @actor_command_window.moving?
@actor_command_window.move_right
end
end
end
# If transition is processing
if $game_temp.transition_processing
# Clear transition processing flag
$game_temp.transition_processing = false
# Execute transition
if $game_temp.transition_name == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$game_temp.transition_name)
end
end
# If message window is showing
if $game_temp.message_window_showing
return
end
# If effect is showing
if @spriteset.effect?
return
end
# If game over
if $game_temp.gameover
# Switch to game over screen
$scene = Scene_Gameover.new
return
end
# If returning to title screen
if $game_temp.to_title
# Switch to title screen
$scene = Scene_Title.new
return
end
# If battle is aborted
if $game_temp.battle_abort
# Return to BGM used before battle started
$game_system.bgm_play($game_temp.map_bgm)
# Battle ends
battle_end(1)
return
end
# If waiting
if @wait_count > 0
# Decrease wait count
@wait_count -= 1
return
end
# If battler forcing an action doesn't exist,
# and battle event is running
if $game_temp.forcing_battler == nil and
$game_system.battle_interpreter.running?
return
end
# Branch according to phase
case @phase
when 1 # pre-battle phase
update_phase1
when 2 # party command phase
update_phase2
when 3 # actor command phase
update_phase3
when 4 # main phase
update_phase4
when 5 # after battle phase
update_phase5
end
end
end

Can someone please help me? I'll even provide a video of it in action:

.:Link:.

I don't need the battle system, just the menu. Please help :(
 
I remember doing that a while back. lol I never gets any credits...

That has to be back from the .net days...

If you use the SDK 2.0+, I can do this really easy for you. Otherwise, I will need a demo of your current project.
 
As according to the screen shots I would really like this to be compatible with Minkoff's Animated Battlers.
To belay your fears, this request should no way hamper your use of AnimBat. If scripted properly, your request should only touch the Actor_Command_Window system. HEH.. Seph's on the case. No worries there. ;)

Seph... you made that? You don't have your telltale marks like you use now in your aliases...
Code:
alias seph_ring_menu_update update
I recognize your systems through your name & scriptname in your aliases. ;) That's how I caught that other guy using 'your' script with his name on it this past August.
 

Thank you for viewing

HBGames is a leading amateur video game development forum and Discord server open to all ability levels. Feel free to have a nosey around!

Discord

Join our growing and active Discord server to discuss all aspects of game making in a relaxed environment. Join Us

Content

  • Our Games
  • Games in Development
  • Emoji by Twemoji.
    Top