#====================================================================
#Script: Ring Menu [ACE]
#By: Victor Gomez
#====================================================================
module Configuration
#itens name, ["items","sair","equip" etc...]
Item_name = [
"Items",
"Skill",
"Equipamentos",
"Status",
"Formation",
"Salvar",
"Sair"
]
#number max of options
Item_max = 7
#icons of options ["item","skill"...]
Item_icon = [144,128,40,137,149,112,1]
#activate ? ["item","skill"...]
Item_hab = [true,true,true,true,true,true,true]
end
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# Esta classe executa o processamento da tela de menu.
#==============================================================================
class Scene_Menu < Scene_MenuBase
#--------------------------------------------------------------------------
# * Inicialização do processo
#--------------------------------------------------------------------------
def start
super
@win_local = Window_Local.new(0,0)
px = $game_player.screen_x - 16
py = $game_player.screen_y - 28
@ring_menu = Window_RingMenu_Comando.new(px,py)
create_status_window
@status_window.visible = false
create_gold_window
end
def update
super
@ring_menu.update
@win_local.update
if Input.trigger?(Input::C)
case @ring_menu.indice
when 0
command_item
when 1,2,3
command_personal
when 4
command_formation
when 5
command_save
when 6
command_game_end
end
end
if Input.trigger?(:<img src='http://www.rpgmakervxace.net/public/style_emoticons/<#EMO_DIR#>/cool.png' class='bbc_emoticon' alt='B)' />
return_scene
end
if Input.trigger?(Input::UP) or Input.trigger?(Input::LEFT) and @ring_menu.lol != false
Sound.play_cursor
@ring_menu.girar(3)
return
end
if Input.trigger?(Input::DOWN) or Input.trigger?(Input::RIGHT) and @ring_menu.lol != false
Sound.play_cursor
@ring_menu.girar(4)
return
end
end
def terminate
super
@ring_menu.dispose
@win_local.dispose
end
#--------------------------------------------------------------------------
# * Criação da janela de comando
#--------------------------------------------------------------------------
def create_command_window
@command_window = Window_MenuCommand.new
@command_window.set_handler(:item, method(:command_item))
@command_window.set_handler(:skill, method(:command_personal))
@command_window.set_handler(:equip, method(:command_personal))
@command_window.set_handler(:status, method(:command_personal))
@command_window.set_handler(:formation, method(:command_formation))
@command_window.set_handler(:save, method(:command_save))
@command_window.set_handler(:game_end, method(:command_game_end))
@command_window.set_handler(:cancel, method(:return_scene))
end
#--------------------------------------------------------------------------
# * Criação da janela de dinheiro
#--------------------------------------------------------------------------
def create_gold_window
@gold_window = Window_Gold.new
@gold_window.x = -20
@gold_window.y = Graphics.height - @gold_window.height
@gold_window.opacity = 0
end
#--------------------------------------------------------------------------
# * Criação da janela de atributos
#--------------------------------------------------------------------------
def create_status_window
@status_window = Window_MenuStatus.new(160, 0)
end
#--------------------------------------------------------------------------
# * Comando [Item]
#--------------------------------------------------------------------------
def command_item
SceneManager.call(Scene_Item)
end
#--------------------------------------------------------------------------
# * Comando [Habilidade] [Equipamentos] [Atributos]
#--------------------------------------------------------------------------
def command_personal
@status_window.select_last
@status_window.visible = true
@ring_menu.lol = false
@status_window.activate
@status_window.set_handler(:ok, method(:on_personal_ok))
@status_window.set_handler(:cancel, method(:on_personal_cancel))
end
#--------------------------------------------------------------------------
# * Comando [Formação]
#--------------------------------------------------------------------------
def command_formation
@status_window.select_last
@status_window.activate
@status_window.set_handler(:ok, method(:on_formation_ok))
@status_window.set_handler(:cancel, method(:on_formation_cancel))
end
#--------------------------------------------------------------------------
# * Comando [Salvar]
#--------------------------------------------------------------------------
def command_save
SceneManager.call(Scene_Save)
end
#--------------------------------------------------------------------------
# * Comando [Fim do Jogo]
#--------------------------------------------------------------------------
def command_game_end
SceneManager.call(Scene_End)
end
#--------------------------------------------------------------------------
# * Comandos individuais [Confirmação]
#--------------------------------------------------------------------------
def on_personal_ok
case @ring_menu.indice
when 1
@status_window.visible = false
SceneManager.call(Scene_Skill)
when 2
@status_window.visible = false
SceneManager.call(Scene_Equip)
when 3
@status_window.visible = false
SceneManager.call(Scene_Status)
end
end
#--------------------------------------------------------------------------
# * Comandos individuais [Cancelamento]
#--------------------------------------------------------------------------
def on_personal_cancel
@status_window.visible = false
@ring_menu.lol = true
@status_window.unselect
end
#--------------------------------------------------------------------------
# * Mudança de Ordem [Confirmação]
#--------------------------------------------------------------------------
def on_formation_ok
@status_window.visible = true
if @status_window.pending_index >= 0
$game_party.swap_order(@status_window.index,
@status_window.pending_index)
@status_window.pending_index = -1
@status_window.redraw_item(@status_window.index)
else
@status_window.pending_index = @status_window.index
end
@status_window.activate
end
#--------------------------------------------------------------------------
# * Mudança de Ordem [Cancelamento]
#--------------------------------------------------------------------------
def on_formation_cancel
if @status_window.pending_index >= 0
@status_window.pending_index = -1
@status_window.activate
else
@status_window.unselect
@status_window.visible = false
end
end
end
class Window_RingMenu_Comando < Window_Base
DurIni = 30
DurMov = 15
RaioAnel = 64
ModoIni = 1
ModoEsp = 2
ModoMD = 3
ModoME = 4
SE_Inicio = ""
attr_accessor :lol
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
@item_name = Configuration::Item_name
@item_max = Configuration::Item_max
@item_icon = Configuration::Item_icon
@item_hab = Configuration::Item_hab
@indice = 0
@cx = centro_x - 12
@cy = centro_y - 12
inicia_menu
refresh
@lol = true
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 != "" and @activate
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 and @activate
@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
#==============================================================================
module DataManager
def self.load_normal_database
$data_actors = load_data("Data/Actors.rvdata2")
$data_classes = load_data("Data/Classes.rvdata2")
$data_skills = load_data("Data/Skills.rvdata2")
$data_items = load_data("Data/Items.rvdata2")
$data_weapons = load_data("Data/Weapons.rvdata2")
$data_armors = load_data("Data/Armors.rvdata2")
$data_enemies = load_data("Data/Enemies.rvdata2")
$data_troops = load_data("Data/Troops.rvdata2")
$data_states = load_data("Data/States.rvdata2")
$data_animations = load_data("Data/Animations.rvdata2")
$data_tilesets = load_data("Data/Tilesets.rvdata2")
$data_common_events = load_data("Data/CommonEvents.rvdata2")
$data_system = load_data("Data/System.rvdata2")
$data_mapinfos = load_data("Data/MapInfos.rvdata2")
$data_mapinfo = load_data("Data/MapInfos.rvdata2")
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)
self.opacity = 0
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