Lusianl Posted June 4, 2008 Share Posted June 4, 2008 (edited) Ring menù Descrizione:Un menù ad anelli come quello dell'xp.. AutoriXRXS, Dubealex,Hypershadow180 Screenhttp://img515.imageshack.us/img515/1521/screenkg3.jpg Istruzioni:Inserite questo script sopra main: #============================================================================== # 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 Edited June 4, 2008 by Lusianl http://www.freankexpo.net/signature/1129.pngPremi RpgMaker http://www.rpg2s.net/forum/uploads/monthly_01_2017/msg-293-0-48316500-1483794996.jpghttp://www.rpg2s.net/dax_games/r2s_regali2.pngContesthttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest1Oct.gif http://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://www.rpg2s.net/awards/bestpixel2.jpghttp://www.rpg2s.net/awards/bestresourCSist2.jpghttp://www.rpg2s.net/awards/mostproductive1.jpghttp://i42.servimg.com/u/f42/13/12/87/37/iconap13.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap14.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap15.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap16.pnghttp://i42.servimg.com/u/f42/13/12/87/37/screen10.pnghttp://www.rpgmkr.net/contest/screen-contest-primo.pnghttp://www.makerando.com/forum/uploads/jawards/iconawards3.png Link to comment Share on other sites More sharing options...
Eikichi Posted June 4, 2008 Share Posted June 4, 2008 Bello! ^^ stavo per chiedere ad una bottega di farmelo! XD magari lo faccio modifcare...uhm... bravo lusianl! Finrod, GDR PBF2PV e 1PAEquip: - faretra con 20 frecce- arco lungo- pugnale comune- Armatura di cuoio- Torcia- CappuccioMi sa che è ora di vincere qualche premio per rinnovare questa firma! :3Posizioni raggiunte nei contesthttp://rpg2s.net/gif/SCContest3Oct.gifhttp://www.rpg2s.net/awards/bestresourCSist3.jpghttp://www.rpg2s.net/awards/mosthelpful2.jpghttp://www.rpg2s.net/awards/mostpresent2.jpg Link to comment Share on other sites More sharing options...
marigno Posted June 4, 2008 Share Posted June 4, 2008 Bravo Lusianl!Però correggi quel "Dobealex". XD Link to comment Share on other sites More sharing options...
Lusianl Posted June 4, 2008 Author Share Posted June 4, 2008 Grazie! :happy: Corretto il nome di Dubealex! http://www.freankexpo.net/signature/1129.pngPremi RpgMaker http://www.rpg2s.net/forum/uploads/monthly_01_2017/msg-293-0-48316500-1483794996.jpghttp://www.rpg2s.net/dax_games/r2s_regali2.pngContesthttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest1Oct.gif http://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://www.rpg2s.net/awards/bestpixel2.jpghttp://www.rpg2s.net/awards/bestresourCSist2.jpghttp://www.rpg2s.net/awards/mostproductive1.jpghttp://i42.servimg.com/u/f42/13/12/87/37/iconap13.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap14.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap15.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap16.pnghttp://i42.servimg.com/u/f42/13/12/87/37/screen10.pnghttp://www.rpgmkr.net/contest/screen-contest-primo.pnghttp://www.makerando.com/forum/uploads/jawards/iconawards3.png Link to comment Share on other sites More sharing options...
Eikichi Posted June 4, 2008 Share Posted June 4, 2008 PROBLEMA: Non và messo sotto MAIN ma sotto MATERIALS e non sembra sia compatibile con l'anti-lag event. dà errore in linea 202: for sprite in @gb_antilag_eventsprites Finrod, GDR PBF2PV e 1PAEquip: - faretra con 20 frecce- arco lungo- pugnale comune- Armatura di cuoio- Torcia- CappuccioMi sa che è ora di vincere qualche premio per rinnovare questa firma! :3Posizioni raggiunte nei contesthttp://rpg2s.net/gif/SCContest3Oct.gifhttp://www.rpg2s.net/awards/bestresourCSist3.jpghttp://www.rpg2s.net/awards/mosthelpful2.jpghttp://www.rpg2s.net/awards/mostpresent2.jpg Link to comment Share on other sites More sharing options...
the-joker Posted June 4, 2008 Share Posted June 4, 2008 Bello script anche se non amo i menù ad anello. "Quarantadue!" urlò Loonquawl. "Questo è tutto ciò che sai dire dopo un lavoro di sette milioni e mezzo di anni?""Ho controllato molto approfonditamente," disse il computer, "e questa è sicuramente la risposta. Ad essere sinceri, penso che il problema sia che voi non abbiate mai saputo veramente qual è la domanda." Gioco disponibile: Prophecy of Last Era - OPEN SOURCE http://www.mediafire.com/?u6aut42ks12ixgf Puoi utilizzare qualsiasi evento, mappa, chara, grafica, e programmazione contenuta nel gioco-demo.Nessun diritto di copia.Hope you enjoy.http://www.rpg2s.net/awards/bestmusician3.jpg Link to comment Share on other sites More sharing options...
Spaky93 Posted July 11, 2008 Share Posted July 11, 2008 io ho fatto tutto e funziona ma app faccio esc per andare sul menù e po vado o su oggetti o su quello che c'è mi viene una scritta e mi si chiude il gioco xk?? Link to comment Share on other sites More sharing options...
Eikichi Posted July 11, 2008 Share Posted July 11, 2008 cerca di scrivere in italiano corretto! dicci qual'è l'errore che compare, sii più specifico o non sarà possibile aiutarti ^^ Finrod, GDR PBF2PV e 1PAEquip: - faretra con 20 frecce- arco lungo- pugnale comune- Armatura di cuoio- Torcia- CappuccioMi sa che è ora di vincere qualche premio per rinnovare questa firma! :3Posizioni raggiunte nei contesthttp://rpg2s.net/gif/SCContest3Oct.gifhttp://www.rpg2s.net/awards/bestresourCSist3.jpghttp://www.rpg2s.net/awards/mosthelpful2.jpghttp://www.rpg2s.net/awards/mostpresent2.jpg Link to comment Share on other sites More sharing options...
Spaky93 Posted July 11, 2008 Share Posted July 11, 2008 cerca di scrivere in italiano corretto! dicci qual'è l'errore che compare, sii più specifico o non sarà possibile aiutarti ^^ si scusa..cmnq app vado sul menù e scelgo un azione ad esempio salva mi viene:????? 'Ring_Menù' ? 72 ??? NoMethodError Undefined method ìndex' for#<Window_RingMenu_Comando:0x25aa198 che significa? Link to comment Share on other sites More sharing options...
Nexaramon Posted March 25, 2009 Share Posted March 25, 2009 PROBLEMA: Non và messo sotto MAIN ma sotto MATERIALS e non sembra sia compatibile con l'anti-lag event. dà errore in linea 202: for sprite in @gb_antilag_eventsprites Eikichi, sai se c'è un metodo per risolvere il contrasto dei due script? Perchè a me farebbe piacere usarli entrambi :( Link to comment Share on other sites More sharing options...
Eikichi Posted March 25, 2009 Share Posted March 25, 2009 l'antilag purtroppo è buggato. non è compatibile con la maggior parte degli script. dovrebbe essercene un'altro in giro. non ricordo dove l'ho visto....uhm....devo cercarlo. Comunque il vx non soffre di lag se hai un pc performante e la programmazione è fatta con un minimo di attenzione, quindi toglilo pure ^^ Finrod, GDR PBF2PV e 1PAEquip: - faretra con 20 frecce- arco lungo- pugnale comune- Armatura di cuoio- Torcia- CappuccioMi sa che è ora di vincere qualche premio per rinnovare questa firma! :3Posizioni raggiunte nei contesthttp://rpg2s.net/gif/SCContest3Oct.gifhttp://www.rpg2s.net/awards/bestresourCSist3.jpghttp://www.rpg2s.net/awards/mosthelpful2.jpghttp://www.rpg2s.net/awards/mostpresent2.jpg Link to comment Share on other sites More sharing options...
Ste Posted June 12, 2009 Share Posted June 12, 2009 Non funziona, qualsiasi cosa faccia (oggetti o abilità ecc) viene errore :/ Link to comment Share on other sites More sharing options...
giver Posted June 12, 2009 Share Posted June 12, 2009 (edited) Prova a vedere se funziona questa versione che ho modificato . . .#==============================================================================# 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.index 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.index 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 endend #==============================================================================# 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 :index #-------------------------------------------------------------------------- # 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] @index = 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[@index],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 - @index 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 - @index 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 - @index 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 @index == 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 @index -= 1 @index = @item_hab.size - 1 if @index < 0 elsif modo == ModoME @index += 1 @index = 0 if @index >= @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") endend #==============================================================================# 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) endendEDIT - Forse l'incompatibilità con l'antilag si può aggirare sostituendo la riga 24 di questo script con un paio di istruzioni, ossia@spriteset = Spriteset_Map.newdovrebbe diventaresnapshot_for_backgroundcreate_menu_backgrounde la riga 39@spriteset.disposedeve diventaredispose_menu_backgroundPerò, ripeto, non sono sicuro . . . Edited June 13, 2009 by giver SCRIPT RGSS (RPG Maker XP) VINTAGE LIBRARY [2018+]http://www.rpg2s.net/forum/index.php/topic/21892-vintagevisualsrewrite-enhanced-revised-victory-screen-v-35-da-autori-vari-a-giver/ http://www.rpg2s.net/forum/index.php/topic/21868-eventing-utility-simple-last-battle-events-fix-v-30-by-giver/ http://www.rpg2s.net/forum/index.php/topic/21853-vintagerewrite-constance-menu-per-4-personaggi-da-team-constance-a-giver/ http://www.rpg2s.net/forum/index.php/topic/22126-vintagedoveroso-necroedit-dummy-title-22u-update-per-crearlo-ad-eventi-su-mappa-by-giver/ http://www.rpg2s.net/forum/index.php/topic/22127-vintagevisuals-tale-chapters-save-system-20-by-giver/ Breaking (in ogni senso) News: "Treno deraglia per via del seno di Sakurai Aoi . . ." - Info nello spoiler !! http://afantasymachine.altervista.org/_altervista_ht/NOOOOOOOOOilMIOtreninooooo_500.gifNon riesco a smettere di essere affascinato da immagini come questa . . .http://anime.vl-vostok.ru/art/photos2011/17/78049800/wall_VladAnime_WWA_1885-1680x1050.jpgAlcuni wallpapers che faccio ruotare sul mio vecchio PC . . .http://afantasymachine.altervista.org/_altervista_ht/gits_window.jpghttp://afantasymachine.altervista.org/_altervista_ht/madoka_group01.jpghttp://afantasymachine.altervista.org/_altervista_ht/arisu_picipici_01.jpghttp://afantasymachine.altervista.org/_altervista_ht/phantom_wp01_einzwei.jpg La parte più spassosa della mia vita è quando gli altri cercano di spiegarmi i miei pensieri . . . BBCode TestingTypeface & Size Link to comment Share on other sites More sharing options...
Ste Posted August 3, 2009 Share Posted August 3, 2009 Uh, funziona benissimo giver ** Link to comment Share on other sites More sharing options...
NecroS Posted January 14, 2010 Share Posted January 14, 2010 fantastico script^^ Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now