OK, here's the deal. Y'all knows that this script is old as hell and this should be originally planned for the RMXP, as it uses the RPG::Cache.icon - something not anymore available for the RMVX (At least, it wouldn't work, and was buggin' all the time).
Some brazilian scripter (not me) got so damn pissed off and rewrote parts of the original XRXS script and made it available for RMVX.
All credits still goes to the original creators AND to DouglasMF.
Note: I'm no expert scripter, so I cannot guarantee if it'll work with 3215 scripts at once. Tested it with the Professions script and the Sozai-WTF-it's called-anyway.
Note2: BTW: He took all the work of translating the comments of the script to Portuguese. I'll translate it back to English if that's needed.
Cy'all.
Some brazilian scripter (not me) got so damn pissed off and rewrote parts of the original XRXS script and made it available for RMVX.
All credits still goes to the original creators AND to DouglasMF.
Note: I'm no expert scripter, so I cannot guarantee if it'll work with 3215 scripts at once. Tested it with the Professions script and the Sozai-WTF-it's called-anyway.
Note2: BTW: He took all the work of translating the comments of the script to Portuguese. I'll translate it back to English if that's needed.
Cy'all.
Code:
#==============================================================================
# Ring_Menu
#==============================================================================
# By: XRXS, Dubealex, and Hypershadow180
# Converted to RMVX By DouglasMF (RPG Maker Brasil)
#==============================================================================
# Scene_Menu
#------------------------------------------------------------------------------
# Esta classe controla o conjunto de objetos que forma o RingMenu
#==============================================================================
class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# Inicializa
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# Inicia os objetos do menu
#--------------------------------------------------------------------------
def start
super
@spriteset = Spriteset_Map.new
@gold_window = Window_Gold.new(0, 360)
@win_local = Window_Local.new(0,0)
@status_window = Window_MenuStatus.new(160, 0)
px = $game_player.screen_x - 16
py = $game_player.screen_y - 28
@ring_menu = Window_RingMenu_Comando.new(px,py)
@status_window.z = @ring_menu.z + 20
@status_window.visible = false
end
#--------------------------------------------------------------------------
# Fexa os objetos do menu
#--------------------------------------------------------------------------
def terminate
super
@spriteset.dispose
@ring_menu.dispose
@gold_window.dispose
@win_local.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# Atualiza os objetos do menu
#--------------------------------------------------------------------------
def update
super
@ring_menu.update
@gold_window.update
@win_local.update
@spriteset.update
@status_window.update
if @ring_menu.active
update_command_selection
elsif @status_window.active
update_actor_selection
end
end
#--------------------------------------------------------------------------
# Atualiza o comando e a seleção do menu
#--------------------------------------------------------------------------
def update_command_selection
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
if $game_party.members.size == 0 and @ring_menu.index < 4
Sound.play_buzzer
return
elsif $game_system.save_disabled and @ring_menu.index == 4
Sound.play_buzzer
return
end
Sound.play_decision
case @ring_menu.indice
when 0
$scene = Scene_Item.new
when 1,2,3
start_actor_selection
when 4
$scene = Scene_File.new(true, false, false)
when 5
$scene = Scene_End.new
end
end
if Input.trigger?(Input::UP) or Input.trigger?(Input::LEFT)
Sound.play_cursor
@ring_menu.girar(3)
return
end
if Input.trigger?(Input::DOWN) or Input.trigger?(Input::RIGHT)
Sound.play_cursor
@ring_menu.girar(4)
return
end
end
#--------------------------------------------------------------------------
# Inicia a seleção de personagem
#--------------------------------------------------------------------------
def start_actor_selection
@ring_menu.active = false
@status_window.visible = true
@status_window.active = true
if $game_party.last_actor_index < @status_window.item_max
@status_window.index = $game_party.last_actor_index
else
@status_window.index = 0
end
end
#--------------------------------------------------------------------------
# Finaliza a seleção de personagens
#--------------------------------------------------------------------------
def end_actor_selection
@ring_menu.active = true
@status_window.active = false
@status_window.visible = false
@status_window.index = -1
end
#--------------------------------------------------------------------------
# Atualiza a seleção de personagens
#--------------------------------------------------------------------------
def update_actor_selection
if Input.trigger?(Input::B)
Sound.play_cancel
end_actor_selection
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
case @ring_menu.indice
when 1
$scene = Scene_Skill.new(@status_window.index)
when 2
$scene = Scene_Equip.new(@status_window.index)
when 3
$scene = Scene_Status.new(@status_window.index)
end
end
end
end
#==============================================================================
# Window_RingMenu_Comando
#------------------------------------------------------------------------------
# Esta classe cria o ring menu.
#==============================================================================
class Window_RingMenu_Comando < Window_Base
DurIni = 30
DurMov = 15
RaioAnel = 64
ModoIni = 1
ModoEsp = 2
ModoMD = 3
ModoME = 4
SE_Inicio = ""
attr_accessor :indice
#--------------------------------------------------------------------------
# Inicia o objeto
#--------------------------------------------------------------------------
def initialize(centro_x,centro_y)
super(0, 0, 544, 416)
self.opacity = 0
self.contents.font.size = 16
s1 = Vocab::item
s2 = Vocab::skill
s3 = Vocab::equip
s4 = Vocab::status
s5 = Vocab::save
s6 = Vocab::game_end
@item_name = [s1,s2,s3,s4,s5,s6]
@item_max = 6
@item_icon = [144,128,40,137,149,112]
@item_hab = [true,true,true,true,true,true]
@indice = 0
@cx = centro_x - 12
@cy = centro_y - 12
inicia_menu
refresh
end
#--------------------------------------------------------------------------
# Atualiza o objeto
#--------------------------------------------------------------------------
def update
super
refresh
end
#--------------------------------------------------------------------------
# Atualiza o objeto
#--------------------------------------------------------------------------
def refresh
self.contents.clear
case @modo
when ModoIni
refresh_inicio
when ModoEsp
refresh_espera
when ModoMD
refresh_mover(1)
when ModoME
refresh_mover(0)
end
sw = self.contents.width
rect = Rect.new((@cx - ((sw-32)/2))+12, @cy - 40, sw-32, 32)
self.contents.draw_text(rect, @item_name[@indice],1)
end
#--------------------------------------------------------------------------
# Abre o menu
#--------------------------------------------------------------------------
def refresh_inicio
d1 = 2.0 * Math::PI / @item_max
d2 = 1.0 * Math::PI / DurIni
r = RaioAnel - 1.0 * RaioAnel * @passos / DurIni
for i in 0...@item_max
j = i - @indice
d = d1 * j + d2 * @passos
x = @cx + ( r * Math.sin( d ) ).to_i
y = @cy - ( r * Math.cos( d ) ).to_i
desenha_item(x, y, i)
end
@passos -= 1
if @passos < 1
@modo = ModoEsp
end
end
#--------------------------------------------------------------------------
# Atualiza o menu
#--------------------------------------------------------------------------
def refresh_espera
d = 2.0 * Math::PI / @item_max
for i in 0...@item_max
j = i - @indice
x = @cx + ( RaioAnel * Math.sin( d * j ) ).to_i
y = @cy - ( RaioAnel * Math.cos( d * j ) ).to_i
desenha_item(x, y, i)
end
end
#--------------------------------------------------------------------------
# Movimenta o menu
#--------------------------------------------------------------------------
def refresh_mover(modo)
d1 = 2.0 * Math::PI / @item_max
d2 = d1 / DurMov
d2 *= -1 if modo != 0
for i in 0...@item_max
j = i - @indice
d = d1 * j + d2 * @passos
x = @cx + ( RaioAnel * Math.sin( d ) ).to_i
y = @cy - ( RaioAnel * Math.cos( d ) ).to_i
desenha_item(x, y, i)
end
@passos -= 1
if @passos < 1
@modo = ModoEsp
end
end
#--------------------------------------------------------------------------
# Desenha o icone
#--------------------------------------------------------------------------
def desenha_item(x, y, i)
if @indice == i
self.cursor_rect.set(x-4, y-4, 32, 32)
draw_icon(@item_icon[i], x, y, @item_hab[i])
else
draw_icon(@item_icon[i], x, y, @item_hab[i])
end
end
#--------------------------------------------------------------------------
# Inicia o menu
#--------------------------------------------------------------------------
def inicia_menu
@modo = ModoIni
@passos = DurIni
if SE_Inicio != nil and SE_Inicio != ""
Audio.se_play("Audio/SE/" + SE_Inicio, 80, 100)
end
end
#--------------------------------------------------------------------------
# Gira o menu
#--------------------------------------------------------------------------
def girar(modo)
if modo == ModoMD
@indice -= 1
@indice = @item_hab.size - 1 if @indice < 0
elsif modo == ModoME
@indice += 1
@indice = 0 if @indice >= @item_hab.size
else
return
end
@modo = modo
@passos = DurMov
end
end
#==============================================================================
# Scene_Title
#------------------------------------------------------------------------------
# Faz modificações nescessarias para a exibição do nome do mapa
#==============================================================================
class Scene_Title
alias load_database_old load_database
def load_database
load_database_old
$data_mapinfo = load_data("Data/MapInfos.rvdata")
end
end
#==============================================================================
# Window_Local
#------------------------------------------------------------------------------
# Cria a janela responsavel pela exibição do nome do mapa
#==============================================================================
class Window_Local < Window_Base
#--------------------------------------------------------------------------
# Inicia o objeto
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 160, 96)
refresh
end
#--------------------------------------------------------------------------
# Atualiza o objeto
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 120, 32, "Local:")
self.contents.font.color = system_color
self.contents.draw_text(4, 32, 120, 32, $data_mapinfo[$game_map.map_id].name, 2)
end
end