#==============================================================================
# ý¡ Window_RingMenu
#==============================================================================
#==============================================================================
# Edited by MakirouAru
# 3D Version by Deblu
#==============================================================================
class Window_RingMenu < Window_Base
#--------------------------------------------------------------------------
# ý: ’N’0’X'èý"
#--------------------------------------------------------------------------
# Grafiktyp: Grafiken oder Icons?
grafik_typ = "i" # p = Pictures, i = Icons
# Die Dateinamen (ohne Dateiendung)
grafik_gegenstaende = "034-Item03"
grafik_faehigkeiten = "044-Skill01"
grafik_ausruestung = "001-Weapon01"
grafik_status = "050-Skill07"
grafik_speichern = "038-Item07"
grafik_beenden = "046-Skill03"
STARTUP_FRAMES = 20 # ý0`ú’A’j’ýý[’V’!’"Ì’t’Rý[’¬ý"
MOVING_FRAMES = 5 # ’`’"’O 0ñµ½}~Ì’t’Rý[’¬ý"
RING_R = 256 # ’`’"’OÌ"¼Ra
if grafik_typ == "i"
PIC_ITEM = RPG:

ache.icon(grafik_gegenstaende) # ýu’A’C’e’¬ýv’ý’j’&ý[Ì’A’C’R’"
PIC_SKILL = RPG:

ache.icon(grafik_faehigkeiten) # ýu’X’L’9ýv’ý’j’&ý[Ì’A’C’R’"
PIC_EQUIP = RPG:

ache.icon(grafik_ausruestung) # ýu'""õýv’ý’j’&ý[Ì’A’C’R’"
PIC_STATUS = RPG:

ache.icon(grafik_status) # ýu’X’eý[’^’Xýv’ý’j’&ý[Ì’A’C’R’"
PIC_SAVE = RPG:

ache.icon(grafik_speichern) # ýu’Zý[’uýv’ý’j’&ý[Ì’A’C’R’"
PIC_EXIT = RPG:

ache.icon(grafik_beenden) # ýuýI¹ýv’ý’j’&ý[Ì’A’C’R’"
else
PIC_ITEM = RPG:

ache.picture(grafik_gegenstaende) # ýu’A’C’e’¬ýv’ý’j’&ý[Ì’A’C’R’"
PIC_SKILL = RPG:

ache.picture(grafik_faehigkeiten) # ýu’X’L’9ýv’ý’j’&ý[Ì’A’C’R’"
PIC_EQUIP = RPG:

ache.picture(grafik_ausruestung) # ýu'""õýv’ý’j’&ý[Ì’A’C’R’"
PIC_STATUS = RPG:

ache.picture(grafik_status) # ýu’X’eý[’^’Xýv’ý’j’&ý[Ì’A’C’R’"
PIC_SAVE = RPG:

ache.picture(grafik_speichern) # ýu’Zý[’uýv’ý’j’&ý[Ì’A’C’R’"
PIC_EXIT = RPG:

ache.picture(grafik_beenden) # ýuýI¹ýv’ý’j’&ý[Ì’A’C’R’"
end
PIC_DISABLE= RPG:

ache.icon("") # }gp9Ö}~ý¬ÚÉ"tA’C’R’"
SE_STARTUP = "056-Right02" # ’ý’j’&ý[ `J¢½Æ«ÉÂç·SE
MODE_START = 1 # ’X’^ý[’g’A’b’v’A’j’ýý[’V’!’"
MODE_WAIT = 2 # 'Ò9@
MODE_MOVER = 3 # }~Rv0ñè0ñ"]’A’j’ýý[’V’!’"
MODE_MOVEL = 4 # "½}~Rv0ñè0ñ"]’A’j’ýý[’V’!’"
#--------------------------------------------------------------------------
# ý: ’A’N’Z’T
#--------------------------------------------------------------------------
attr_accessor :index
#--------------------------------------------------------------------------
# ýS ’I’u’W’F’N’gý0`ú0»
#--------------------------------------------------------------------------
def initialize( center_x, center_y )
super(0, 0, 640, 480)
self.contents = Bitmap.new(width-32, height-32)
self.contents.font.name = "Arial"
self.opacity = 0
self.back_opacity = 0
s1 = "Gegenstände"
s2 = "Fähigkeiten"
s3 = "Ausrüstung"
s4 = "Status"
s5 = "Speichern"
s6 = "Beenden"
@commands = [ s1, s2, s3, s4, s5, s6 ]
@item_max = 6
@index = 0
@items = [ PIC_ITEM, PIC_SKILL, PIC_EQUIP, PIC_STATUS, PIC_SAVE, PIC_EXIT ]
@disabled = [ false, false, false, false, false, false ]
@cx = center_x - 16
@cy = center_y - 16
setup_move_start
refresh
end
#--------------------------------------------------------------------------
# ýS ’t’Rý[’¬ýXýV
#--------------------------------------------------------------------------
def update
super
refresh
end
#--------------------------------------------------------------------------
# ýS 0æÊýÄ"`0æ
#--------------------------------------------------------------------------
def refresh
self.contents.clear
# ’A’C’R’" "`0æ
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
# ’A’N’e’B’uÈ’R’}’"’h¼"\}¦
rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32)
self.contents.draw_text(rect, @commands[@index],1)
end
#--------------------------------------------------------------------------
# ý: 0æÊýÄ"`0æ(ý0`ú0»}~)
#--------------------------------------------------------------------------
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/3 * Math.cos( d ) ).to_i
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = MODE_WAIT
end
end
#--------------------------------------------------------------------------
# ý: 0æÊýÄ"`0æ('Ò9@}~)
#--------------------------------------------------------------------------
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/3 * Math.cos( d * j ) ).to_i
draw_item(x, y, i)
end
end
#--------------------------------------------------------------------------
# ý: 0æÊýÄ"`0æ(0ñ"]}~)
# mode : 0="½}~Rv0ñè 1=}~Rv0ñè
#--------------------------------------------------------------------------
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/3 * Math.cos( d ) ).to_i
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = MODE_WAIT
end
end
#--------------------------------------------------------------------------
# ýS ý¬ÚÌ"`0æ
# x :
# y :
# i : ý¬Ú"Ôý
#--------------------------------------------------------------------------
def draw_item(x, y, i)
#p "x=" + x.to_s + " y=" + y.to_s + " i=" + @items[i].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
#--------------------------------------------------------------------------
# ýS ý¬Ú ³RøÉ·é
# index : ý¬Ú"Ôý
#--------------------------------------------------------------------------
def disable_item(index)
@disabled[index] = true
end
#--------------------------------------------------------------------------
# ý: ý0`ú0»’A’j’ýý[’V’!’"Ìý¬"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
#--------------------------------------------------------------------------
# ý: 0ñ"]’A’j’ýý[’V’!’"Ìý¬"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
#--------------------------------------------------------------------------
# ý: ’A’j’ýý[’V’!’"' ©Ç¤©
#--------------------------------------------------------------------------
def animation?
return @mode != MODE_WAIT
end
end
#==============================================================================
# ý¡ Window_MenuStatus
#------------------------------------------------------------------------------
# ý@’ý’j’&ý[0æÊÅ’pý[’e’B’ý’"’oý[Ì’X’eý[’^’X "\}¦·é’E’B’"’h’EÅ·ýB
#==============================================================================
class Window_RingMenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# ýS ’I’u’W’F’N’gý0`ú0»
#--------------------------------------------------------------------------
def initialize
super(204, 64, 232, 352)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# ýS ’`’t’R’b’V’&
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# ýS ’Jý[’\’9Ì9éR`ýXýV
#--------------------------------------------------------------------------
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
#==============================================================================
# #ý¡ Scene_RingMenu
# ý¡ Scene_Menu
#------------------------------------------------------------------------------
# ý@’ý’j’&ý[0æÊÌýÆý ýs¤’N’0’XÅ·ýB
#==============================================================================
#class Scene_RingMenu
class Scene_Menu
#--------------------------------------------------------------------------
# ýS ’I’u’W’F’N’gý0`ú0»
# menu_index : ’R’}’"’hÌ’Jý[’\’9ý0`úÆÊ'u
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# ýS ’ý’C’"ýÆý
#--------------------------------------------------------------------------
def main
# ’X’v’0’C’g’Z’b’g ýìý¬
@spriteset = Spriteset_Map.new
# ’R’}’"’h’E’B’"’h’E ýìý¬
px = $game_player.screen_x - 15
py = $game_player.screen_y - 24
@command_window = Window_RingMenu.new(px,py)
@command_window.index = @menu_index
# ’pý[’e’Býlý"ª 0 ýlÌýêý!
if $game_party.actors.size == 0
# ’A’C’e’¬ýA’X’L’9ýA'""õýA’X’eý[’^’X ³Rø0»
@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
# ’Zý[’u9Ö}~Ìýêý!
if $game_system.save_disabled
# ’Zý[’u ³RøÉ·é
@command_window.disable_item(4)
end
# ’X’eý[’^’X’E’B’"’h’E ýìý¬
@status_window = Window_RingMenuStatus.new
@status_window.x = 160
@status_window.y = 0
@status_window.z = 200
@status_window.visible = false
# ’g’0’"’W’V’!’"}Àýs
Graphics.transition
# ’ý’C’"’9ý[’v
loop do
# ’Qý[’¬0æÊ ýXýV
Graphics.update
# "üÍýî"ñ ýXýV
Input.update
# ’t’Rý[’¬ýXýV
update
# 0æÊªýØè'ÖíÁ½ç’9ý[’v ' 'f
if $scene != self
break
end
end
# ’g’0’"’W’V’!’"ý¬"õ
Graphics.freeze
# ’X’v’0’C’g’Z’b’g 0 "ú
@spriteset.dispose
# ’E’B’"’h’E 0 "ú
@command_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# ýS ’t’Rý[’¬ýXýV
#--------------------------------------------------------------------------
def update
# ’E’B’"’h’E ýXýV
@command_window.update
@status_window.update
# ’R’}’"’h’E’B’"’h’Eª’A’N’e’B’uÌýêý!: update_command RÄÔ
if @command_window.active
update_command
return
end
# ’X’eý[’^’X’E’B’"’h’Eª’A’N’e’B’uÌýêý!: update_status RÄÔ
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# ýS ’t’Rý[’¬ýXýV (’R’}’"’h’E’B’"’h’Eª’A’N’e’B’uÌýêý!)
#--------------------------------------------------------------------------
def update_command
# B ’{’^’"ª0x³ê½ýêý!
if Input.trigger?(Input:

)
# ’L’’’"’Z’9 SE 00't
$game_system.se_play($data_system.cancel_se)
# ’}’b’v0æÊÉýØè'Ö¦
$scene = Scene_Map.new
return
end
# C ’{’^’"ª0x³ê½ýêý!
if Input.trigger?(Input:

)
# ’pý[’e’Býlý"ª 0 ýlÅýA’Zý[’uýA’Qý[’¬ýI¹ÆÈ`OÌ’R’}’"’hÌýêý!
if $game_party.actors.size == 0 and @command_window.index < 4
# ’u’Uý[ SE 00't
$game_system.se_play($data_system.buzzer_se)
return
end
# ’R’}’"’h’E’B’"’h’EÌ’Jý[’\’9ÆÊ'uÅ"ª`ò
case @command_window.index
when 0 # ’A’C’e’¬
# RÆ'è SE 00't
$game_system.se_play($data_system.decision_se)
# ’A’C’e’¬0æÊÉýØè'Ö¦
$scene = Scene_Item.new
when 1 # ’X’L’9
# RÆ'è SE 00't
$game_system.se_play($data_system.decision_se)
# ’X’eý[’^’X’E’B’"’h’E ’A’N’e’B’uÉ·é
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 2 # '""õ
# RÆ'è SE 00't
$game_system.se_play($data_system.decision_se)
# ’X’eý[’^’X’E’B’"’h’E ’A’N’e’B’uÉ·é
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 3 # ’X’eý[’^’X
# RÆ'è SE 00't
$game_system.se_play($data_system.decision_se)
# ’X’eý[’^’X’E’B’"’h’E ’A’N’e’B’uÉ·é
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 4 # ’Zý[’u
# ’Zý[’u9Ö}~Ìýêý!
if $game_system.save_disabled
# ’u’Uý[ SE 00't
$game_system.se_play($data_system.buzzer_se)
return
end
# RÆ'è SE 00't
$game_system.se_play($data_system.decision_se)
# ’Zý[’u0æÊÉýØè'Ö¦
$scene = Scene_Save.new
when 5 # ’Qý[’¬ýI¹
# RÆ'è SE 00't
$game_system.se_play($data_system.decision_se)
...