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  1. #==============================================================================
  2. # ** Ring Menu
  3. #------------------------------------------------------------------------------
  4. #  by Syvkal
  5. #  Version 1.2
  6. #  03-04-12
  7. #------------------------------------------------------------------------------
  8. # * Original available at:
  9. #  www.rpgmakervxace.net  &  forums.rpgmakerweb.com
  10. #  Please do not redistribute this script
  11. #------------------------------------------------------------------------------
  12. # * Terms of Use
  13. #  Available for use in commercial games provided that I get a free copy :P
  14. #  Email me: syvkal@hotmail.co.uk
  15. #  Please do not redistribute this script
  16. #==============================================================================
  17. #
  18. #  - INTRODUCTION -
  19. #
  20. #  This system implements a Plug 'N' Play Ring Menu
  21. #  Movement based off XRXS, Dubealex & Hypershadow180's original XP Ring Menu,
  22. #  which was devised through some simple, but clever trigonometry
  23. #
  24. #------------------------------------------------------------------------------
  25. #
  26. #  - USAGE -
  27. #
  28. #  Any additional scenes that are added to the menu require an icon
  29. #  Place them in the pictures folder, they are advised to be 48x48 pixels
  30. #
  31. #  The name of the icons must be of the form:
  32. #    [Command Name] Icon
  33. #
  34. #  For example 'Items Icon.png' or 'Equipment Icon.png'
  35. #
  36. #  If you are unsure what it needs to be called, wait for the error message,
  37. #  then call it the name of the file it can not find
  38. #
  39. #------------------------------------------------------------------------------
  40. #
  41. #  - COMPATIBILITY -
  42. #
  43. #  Additional scenes should be automatically added assuming thier creators
  44. #  utilise the 'add_original_commands' feature in Window_MenuCommand
  45. #
  46. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  47. #
  48. #  This script redefines the following methods:
  49. #  * create_status_window             (Scene_Menu)
  50. #  * on_formation_ok                  (Scene_Menu)
  51. #  * on_formation_cancel              (Scene_Menu)
  52. #  * draw_character                   (Window_Base)
  53. #
  54. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  55. #
  56. #  This script Aliases the following methods:
  57. #  * add_save_command                 (Window_MenuCommand)
  58. #  * start                            (Scene_Menu)
  59. #  * create_command_window            (Scene_Menu)
  60. #  * command_personal                 (Scene_Menu)
  61. #  * command_formation                (Scene_Menu)
  62. #  * on_personal_cancel               (Scene_Menu)
  63. #
  64. #==============================================================================
  65.  
  66.             #===================================================#
  67.             #  **  C O N F I G U R A T I O N   S Y S T E M  **  #
  68.             #===================================================#
  69.  
  70.   #--------------------------------------------------------------------------
  71.   # * Startup Frames
  72.   # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  73.   #  Amount of frames for the Startup Animation
  74.   #--------------------------------------------------------------------------
  75.     STARTUP_FRAMES = 20
  76.   #--------------------------------------------------------------------------
  77.   # * Movement Frames
  78.   # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  79.   #  Amount of frames for Movement Animation
  80.   #--------------------------------------------------------------------------
  81.     MOVING_FRAMES = 15
  82.   #--------------------------------------------------------------------------
  83.   # * Menu Ring Radius
  84.   # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  85.   #  Radius of the Menu Ring
  86.   #--------------------------------------------------------------------------
  87.     RING_R = 75
  88.   #--------------------------------------------------------------------------
  89.   # * Show Disabled Options
  90.   # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  91.   #  Set to false to exclude disabled options for the menu
  92.   #--------------------------------------------------------------------------
  93.     DISABLED_SHOW = false
  94.   #--------------------------------------------------------------------------
  95.   # * Disabled Icon
  96.   # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  97.   #  The icon displayed over disabled options
  98.   #  (only used when DISABLED_SHOW =  true)
  99.   #--------------------------------------------------------------------------
  100.     ICON_DISABLE = Cache::picture('Disable Icon')
  101.   #--------------------------------------------------------------------------
  102.   # * Skip Single Actor Select
  103.   # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  104.   #  Set to true to skip the actor selection if there's only one party member
  105.   #--------------------------------------------------------------------------
  106.     ACTOR_SKIP = true
  107.   #--------------------------------------------------------------------------
  108.   # * Load Command Vocab
  109.   # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  110.   #  Text displayed for the loading option
  111.   #--------------------------------------------------------------------------
  112.     Vocab::Load = "Load"
  113.      
  114.             #===================================================#
  115.             #  **     E N D   C O N F I G U R A T I O N     **  #
  116.             #===================================================#
  117.  
  118. #==============================================================================
  119. # ** Ring_Menu Module
  120. #------------------------------------------------------------------------------
  121. #  Module designed to rewrite methods defined in the desired Superclass.
  122. #==============================================================================
  123.  
  124. module Ring_Menu
  125.   #--------------------------------------------------------------------------
  126.   # * Object Initialization
  127.   #--------------------------------------------------------------------------
  128.   def initialize(*args)
  129.     super(*args)
  130.     @cx = contents.width / 2; @cy = contents.height / 2
  131.     self.opacity = 0
  132.     @startup = STARTUP_FRAMES
  133.     @icons = []
  134.     @mode = :start
  135.     @steps = @startup
  136.   end
  137.   #--------------------------------------------------------------------------
  138.   # * Update Cursor
  139.   #--------------------------------------------------------------------------
  140.   def update_cursor
  141.   end
  142.   #--------------------------------------------------------------------------
  143.   # * Determines if is moving
  144.   #--------------------------------------------------------------------------
  145.   def animation?
  146.     return @mode != :wait
  147.   end
  148.   #--------------------------------------------------------------------------
  149.   # * Move Cursor Down
  150.   #--------------------------------------------------------------------------
  151.   def cursor_down(wrap)
  152.     cursor_right(wrap)
  153.   end
  154.   #--------------------------------------------------------------------------
  155.   # * Move Cursor Up
  156.   #--------------------------------------------------------------------------
  157.   def cursor_up(wrap)
  158.     cursor_left(wrap)
  159.   end
  160.   #--------------------------------------------------------------------------
  161.   # * Move Cursor Right
  162.   #--------------------------------------------------------------------------
  163.   def cursor_right(wrap)
  164.     unless animation?
  165.       select((index + 1) % item_max)
  166.       @mode = :mover
  167.       @steps = MOVING_FRAMES
  168.       Sound.play_cursor
  169.     end
  170.   end
  171.   #--------------------------------------------------------------------------
  172.   # * Move Cursor Left
  173.   #--------------------------------------------------------------------------
  174.   def cursor_left(wrap)
  175.     unless animation?
  176.       select((index - 1 + item_max) % item_max)
  177.       @mode = :movel
  178.       @steps = MOVING_FRAMES
  179.       Sound.play_cursor
  180.     end
  181.   end
  182.   #--------------------------------------------------------------------------
  183.   # * Frame Update
  184.   #--------------------------------------------------------------------------
  185.   def update
  186.     super
  187.     refresh if animation?
  188.   end
  189.   #--------------------------------------------------------------------------
  190.   # * Refresh
  191.   #--------------------------------------------------------------------------
  192.   def refresh    
  193.     self.contents.clear
  194.     case @mode
  195.     when :start
  196.       refresh_start
  197.     when :wait
  198.       refresh_wait
  199.     when :mover
  200.       refresh_move(1)
  201.     when :movel
  202.       refresh_move(0)
  203.     end
  204.   end
  205.   #--------------------------------------------------------------------------
  206.   # * Refresh Start Period
  207.   #--------------------------------------------------------------------------
  208.   def refresh_start
  209.     d1 = 2.0 * Math::PI / item_max
  210.     d2 = 1.0 * Math::PI / @startup
  211.     r = RING_R - 1.0 * RING_R * @steps / @startup
  212.     for i in 0...item_max
  213.       d = d1 * i + d2 * @steps
  214.       x = @cx + ( r * Math.sin( d ) ).to_i
  215.       y = @cy - ( r * Math.cos( d ) ).to_i
  216.       draw_item(x, y, i)
  217.     end
  218.     @steps -= 1
  219.     if @steps < 0
  220.       @mode = :wait
  221.     end
  222.   end
  223.   #--------------------------------------------------------------------------
  224.   # * Refresh Wait Period
  225.   #--------------------------------------------------------------------------
  226.   def refresh_wait
  227.     d = 2.0 * Math::PI / item_max
  228.     for i in 0...item_max
  229.       j = i - index
  230.       x = @cx + ( RING_R * Math.sin( d * j) ).to_i
  231.       y = @cy - ( RING_R * Math.cos( d * j) ).to_i
  232.       draw_item(x, y, i)
  233.     end
  234.   end
  235.   #--------------------------------------------------------------------------
  236.   # * Refresh Movement Period
  237.   #--------------------------------------------------------------------------
  238.   def refresh_move( mode )
  239.     d1 = 2.0 * Math::PI / item_max
  240.     d2 = d1 / MOVING_FRAMES
  241.     d2 *= -1 unless mode != 0
  242.     for i in 0...item_max
  243.       j = i - index
  244.       d = d1 * j + d2 * @steps
  245.       x = @cx + ( RING_R * Math.sin( d ) ).to_i
  246.       y = @cy - ( RING_R * Math.cos( d ) ).to_i
  247.       draw_item(x, y, i)
  248.     end
  249.     @steps -= 1
  250.     if @steps < 0
  251.       @mode = :wait
  252.     end
  253.   end
  254. end
  255.  
  256. #==============================================================================
  257. # ** Window_MenuCommand
  258. #------------------------------------------------------------------------------
  259. #  Converted into a Ring Menu.
  260. #==============================================================================
  261.  
  262. class Window_MenuCommand < Window_Command
  263.   #--------------------------------------------------------------------------
  264.   # * Includes The Ring_Menu Module
  265.   #--------------------------------------------------------------------------  
  266.   include Ring_Menu
  267.   #--------------------------------------------------------------------------
  268.   # * Alias Listings
  269.   #--------------------------------------------------------------------------  
  270.   alias add_save_command_ring_menu_original add_save_command
  271.   #--------------------------------------------------------------------------
  272.   # * Object Initialization
  273.   #--------------------------------------------------------------------------
  274.   def initialize
  275.     super(0, 0)
  276.     unless DISABLED_SHOW
  277.       @list.delete_if {|i| !i[:enabled]}
  278.     end
  279.     for i in 0...item_max
  280.       @icons.push(Cache::picture(command_name(i) + ' Icon'))
  281.     end
  282.     if @@last_command_symbol != nil
  283.       index = @list.index(@@last_command_symbol)
  284.       @mode = :wait
  285.     end
  286.     select_last
  287.     refresh
  288.   end
  289.   #--------------------------------------------------------------------------
  290.   # * Refresh
  291.   #--------------------------------------------------------------------------
  292.   def refresh
  293.     super
  294.     rect = Rect.new(0, 196, self.contents.width, line_height)
  295.     draw_text(rect, command_name(index), 1)
  296.   end
  297.   #--------------------------------------------------------------------------
  298.   # * Get Window Width
  299.   #--------------------------------------------------------------------------
  300.   def window_width
  301.     return 544
  302.   end
  303.   #--------------------------------------------------------------------------
  304.   # * Get Window Height
  305.   #--------------------------------------------------------------------------
  306.   def window_height
  307.     return 416
  308.   end  
  309.   #--------------------------------------------------------------------------
  310.   # * Add Load to Command List
  311.   #--------------------------------------------------------------------------
  312.   def add_save_command
  313.     add_save_command_ring_menu_original
  314.     add_command(Vocab::Load, :load)
  315.   end
  316.   #--------------------------------------------------------------------------
  317.   # * Draw Item
  318.   #     x     : draw spot x-coordinate
  319.   #     y     : draw spot y-coordinate
  320.   #     i     : item number
  321.   #--------------------------------------------------------------------------
  322.   def draw_item(x, y, i)
  323.     rect = Rect.new(0, 0, @icons[i].width, @icons[i].height)
  324.     if i == index
  325.       self.contents.blt(x - rect.width/2, y - rect.height/2, @icons[i], rect )
  326.       unless command_enabled?(index)
  327.         self.contents.blt(x - rect.width/2, y - rect.height/2, ICON_DISABLE, rect )
  328.       end
  329.     else
  330.       self.contents.blt(x - rect.width/2, y - rect.height/2, @icons[i], rect, 128 )
  331.     end
  332.   end
  333. end
  334.  
  335. #==============================================================================
  336. # ** Window_RingStatus
  337. #------------------------------------------------------------------------------
  338. #  Ring Menu for selection of Party Members
  339. #==============================================================================
  340.  
  341. class Window_RingStatus < Window_Selectable
  342.   #--------------------------------------------------------------------------
  343.   # * Includes The Ring_Menu Module
  344.   #--------------------------------------------------------------------------  
  345.   include Ring_Menu
  346.   #--------------------------------------------------------------------------
  347.   # * Public Instance Variables
  348.   #--------------------------------------------------------------------------
  349.   attr_accessor   :pending_index            # Pending position (for formation)
  350.   attr_accessor   :pending                  # Pending
  351.   #--------------------------------------------------------------------------
  352.   # * Object Initialization
  353.   #--------------------------------------------------------------------------
  354.   def initialize
  355.     super(0, 0, 544, 416)
  356.     self.hide
  357.     @mode = :wait
  358.     @pending_index = -1
  359.     @pending = false
  360.     refresh
  361.   end
  362.   #--------------------------------------------------------------------------
  363.   # * Refresh
  364.   #--------------------------------------------------------------------------
  365.   def refresh    
  366.     super
  367.     rect = Rect.new(0, 196, self.contents.width, line_height)
  368.     draw_text(rect, $game_party.members[index].name, 1)
  369.   end
  370.   #--------------------------------------------------------------------------
  371.   # * Get Number of Items
  372.   #--------------------------------------------------------------------------
  373.   def item_max
  374.     $game_party.members.size
  375.   end
  376.   #--------------------------------------------------------------------------
  377.   # * Refresh Movement Period
  378.   #--------------------------------------------------------------------------
  379.   def refresh_move( mode )
  380.     unless pending_index >= 0
  381.       super
  382.     else
  383.       d = 2.0 * Math::PI / item_max
  384.       for i in 0...item_max
  385.         j = i - pending_index
  386.         x = @cx + ( RING_R * Math.sin( d * j) ).to_i
  387.         y = @cy - ( RING_R * Math.cos( d * j) ).to_i
  388.         draw_item(x, y, i)
  389.       end
  390.       @mode = :wait
  391.     end
  392.   end
  393.   #--------------------------------------------------------------------------
  394.   # * Draw Item
  395.   #     x     : draw spot x-coordinate
  396.   #     y     : draw spot y-coordinate
  397.   #     index : item number
  398.   #--------------------------------------------------------------------------
  399.   def draw_item(x, y, i)
  400.     if i == index && !(@pending && @pending_index < 0)
  401.       draw_character($game_party.members[i].character_name,
  402.       $game_party.members[i].character_index , x, y, true, true)
  403.     else
  404.       draw_character($game_party.members[i].character_name,
  405.       $game_party.members[i].character_index , x, y, false, true)
  406.     end
  407.   end
  408.   #--------------------------------------------------------------------------
  409.   # * Processing When OK Button Is Pressed
  410.   #--------------------------------------------------------------------------
  411.   def process_ok
  412.     super
  413.     $game_party.menu_actor = $game_party.members[index] unless pending
  414.   end
  415.   #--------------------------------------------------------------------------
  416.   # * Restore Previous Selection Position
  417.   #--------------------------------------------------------------------------
  418.   def select_last
  419.     select($game_party.members.index($game_party.menu_actor) || 0)
  420.     refresh
  421.   end
  422. end
  423.  
  424. #==============================================================================
  425. # ** Scene_Menu
  426. #==============================================================================
  427.  
  428. class Scene_Menu < Scene_MenuBase
  429.   #--------------------------------------------------------------------------
  430.   # * Alias Listings
  431.   #--------------------------------------------------------------------------  
  432.   alias start_ring_original start
  433.   alias create_command_window_ring_menu_original create_command_window
  434.   alias command_personal_ring_original command_personal
  435.   alias command_formation_ring_original command_formation
  436.   alias on_personal_cancel_ring_original on_personal_cancel
  437.   #--------------------------------------------------------------------------
  438.   # * Start Processing
  439.   #--------------------------------------------------------------------------
  440.   def start
  441.     start_ring_original
  442.     create_location_window
  443.   end
  444.   #--------------------------------------------------------------------------
  445.   # * Create Location Window
  446.   #--------------------------------------------------------------------------
  447.   def create_location_window
  448.     @location_window = Window_location.new(0, 0)
  449.   end
  450.   #--------------------------------------------------------------------------
  451.   # * Create Command Window
  452.   #--------------------------------------------------------------------------
  453.   def create_command_window
  454.     create_command_window_ring_menu_original
  455.     @command_window.set_handler(:load,      method(:command_load))
  456.   end
  457.   #--------------------------------------------------------------------------
  458.   # * Create Status Window
  459.   #--------------------------------------------------------------------------
  460.   def create_status_window
  461.     @status_window = Window_RingStatus.new
  462.   end
  463.   #--------------------------------------------------------------------------
  464.   # * [Skill], [Equipment] and [Status] Commands
  465.   #--------------------------------------------------------------------------
  466.   def command_personal
  467.     if $game_party.members.size < 2 && ACTOR_SKIP
  468.       on_personal_ok
  469.     else
  470.       @command_window.hide
  471.       @status_window.show
  472.       command_personal_ring_original
  473.     end
  474.   end
  475.   #--------------------------------------------------------------------------
  476.   # * [Formation] Command
  477.   #--------------------------------------------------------------------------
  478.   def command_formation
  479.     @status_window.pending = true
  480.     @command_window.hide
  481.     command_formation_ring_original
  482.     @status_window.index = 0
  483.     @status_window.refresh
  484.     @status_window.show
  485.   end
  486.   #--------------------------------------------------------------------------
  487.   # * [Load] Command
  488.   #--------------------------------------------------------------------------
  489.   def command_load
  490.     SceneManager.call(Scene_Load)
  491.   end
  492.   #--------------------------------------------------------------------------
  493.   # * [Cancel] Personal Command
  494.   #--------------------------------------------------------------------------
  495.   def on_personal_cancel
  496.     @status_window.hide
  497.     on_personal_cancel_ring_original
  498.     @status_window.deactivate
  499.     @command_window.show
  500.   end
  501.   #--------------------------------------------------------------------------
  502.   # * Formation [OK]
  503.   #--------------------------------------------------------------------------
  504.   def on_formation_ok
  505.     if @status_window.pending_index >= 0
  506.       $game_party.swap_order(@status_window.index,
  507.                              @status_window.pending_index)
  508.       @status_window.index = @status_window.pending_index
  509.       @status_window.pending_index = -1
  510.     else
  511.       @status_window.pending_index = @status_window.index
  512.     end
  513.     @status_window.refresh
  514.     @status_window.activate
  515.   end
  516.   #--------------------------------------------------------------------------
  517.   # * Formation [Cancel]
  518.   #--------------------------------------------------------------------------
  519.   def on_formation_cancel
  520.     if @status_window.pending_index >= 0
  521.       @status_window.index = @status_window.pending_index
  522.       @status_window.pending_index = -1
  523.       @status_window.activate
  524.       @status_window.refresh
  525.     else
  526.       @status_window.pending = false
  527.       @status_window.hide
  528.       @status_window.select_last
  529.       @status_window.deactivate
  530.       @command_window.show
  531.       @command_window.activate
  532.     end
  533.   end
  534. end
  535.  
  536. #==============================================================================
  537. # ** Window_Base
  538. #------------------------------------------------------------------------------
  539. #  Edited to allow disabled character icons and y centring
  540. #==============================================================================
  541.  
  542. class Window_Base < Window
  543.   #--------------------------------------------------------------------------
  544.   # * Draw Character Graphic
  545.   #--------------------------------------------------------------------------
  546.   def draw_character(character_name, character_index, x, y, enabled = true, centred = false)
  547.     return if character_name == nil
  548.     bitmap = Cache.character(character_name)
  549.     sign = character_name[/^[\!\$]./]
  550.     if sign && sign.include?('$')
  551.       cw = bitmap.width / 3
  552.       ch = bitmap.height / 4
  553.     else
  554.       cw = bitmap.width / 12
  555.       ch = bitmap.height / 8
  556.     end
  557.     n = character_index
  558.     src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)
  559.     self.contents.blt(x - cw / 2, centred ? y - ch/2 : y - ch, bitmap, src_rect,
  560.     enabled ? 255 : 128)
  561.   end
  562. end
  563.  
  564. #==============================================================================
  565. # ** Window_Location
  566. #------------------------------------------------------------------------------
  567. #  This class shows the current map name.
  568. #==============================================================================
  569.  
  570. class Window_location < Window_Base
  571.   #--------------------------------------------------------------------------
  572.   # * Object Initialization
  573.   #--------------------------------------------------------------------------
  574.   def initialize(x, y)
  575.     super(x, y, 160, (line_height*2) + 32)
  576.     refresh
  577.   end
  578.   #--------------------------------------------------------------------------
  579.   # * Refresh
  580.   #--------------------------------------------------------------------------
  581.   def refresh
  582.     contents.clear
  583.     @map = load_data(sprintf("Data/Map%03d.rvdata2", $game_map.map_id))
  584.     change_color(system_color)
  585.     draw_text(4, 0, 128, line_height, "Location :")
  586.     change_color(normal_color)
  587.     draw_text(0, line_height, 128, line_height, @map.display_name, 1)
  588.   end
  589. end
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