03-08-2008, 04:22 AM
Ring Menu VX
Version: 1.0
Version: 1.0
Introduction
I made this quite a while ago, originally to show off my Bar Script
Features
- Main Menu Ring Menu
- Actor Selection Ring Menu
- Includes Syvkal's Menu Bars
Screenshots
Video
This was made to show off this script, a while ago, to show off my bar script...
But I thought I may aswell post it here seeing as it shows you what the menu is like better than a screenshot can xDThe video is a bit old, there is also now a Exp Bar added aswell ^.^
Script
Script
Code:
#==============================================================================
# ** Ring Menu
#-------------------------------------------------------------------------------
# by Syvkal
# Version 1.0
# 06-23-08
#==============================================================================
#===================================================#
# ** C O N F I G U R A T I O N S Y S T E M ** #
#===================================================#
# Amount of frames for Startup Animation
STARTUP_FRAMES = 20
# Amount of frames for Movement Animation
MOVING_FRAMES = 15
# Radius of the Menu Ring
RING_R = 75
# Disabled icon to display when disabled
ICON_DISABLE= Cache::picture('Icon_Disable')
#===================================================#
# ** E N D C O N F I G U R A T I O N ** #
#===================================================#
#==============================================================================
# ** Scene_Menu
#------------------------------------------------------------------------------
# Edited to add Ring Menu
#==============================================================================
class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias initialize_original initialize
alias start_selection_original start_actor_selection
alias end_selection_original end_actor_selection
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(menu_index = 0, move = true)
@move = move
initialize_original(menu_index)
end
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
create_menu_background
create_command_window
@gold_window = Window_Gold.new(0, 360)
@location_window = Window_location.new(0, 0)
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@command_window.dispose
@gold_window.dispose
@status_window.dispose if @status_window
@location_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
update_menu_background
@command_window.update
@gold_window.update
@status_window.update if @status_window
@location_window.update
if @command_window.active
update_command_selection
elsif @status_window.active
update_actor_selection
end
end
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::item ; s2 = Vocab::skill
s3 = Vocab::equip ; s4 = Vocab::status
s5 = "Save Game" ; s6 = "Load Game"
s7 = Vocab::game_end
c1 = Cache::picture('Icon_Items'); c2 = Cache::picture('Icon_Skills')
c3 = Cache::picture('Icon_Equip'); c4 = Cache::picture('Icon_Status')
c5 = Cache::picture('Icon_Save'); c6 = Cache::picture('Icon_Load')
c7 = Cache::picture('Icon_End')
@command_window = Window_RingMenu.new(232, 164, [s1, s2, s3, s4, s5, s6, s7], [c1, c2, c3, c4, c5, c6, c7], @move, @menu_index)
if $game_party.members.size == 0
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
if $game_system.save_disabled
@command_window.disable_item(4)
end
end
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_status_window
names = []
chars = []
for i in 0...$game_party.members.size
names[i] = $game_party.members[i].name
chars[i] = $game_party.members[i]
end
@status_window = Window_RingMenu.new(255, 200, names, chars, true, $game_party.last_actor_index, true)
end
#--------------------------------------------------------------------------
# * Update Command Selection
#--------------------------------------------------------------------------
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 @command_window.index < 4
Sound.play_buzzer
return
elsif $game_system.save_disabled and @command_window.index == 4
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when 0 # Item
$scene = Scene_Item.new
when 1,2,3 # Skill, equipment, status
start_actor_selection
when 4 # Save
$scene = Scene_File.new(true, false, false)
when 5 # Load
$scene = Scene_File.new(false, false, false)
when 6 # End Game
$scene = Scene_End.new
end
end
end
#--------------------------------------------------------------------------
# * Start Actor Selection
#--------------------------------------------------------------------------
def start_actor_selection
@command_window.active = false
@command_window.visible = false
create_status_window
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
#--------------------------------------------------------------------------
# * End Actor Selection
#--------------------------------------------------------------------------
def end_actor_selection
@command_window.active = true
@command_window.visible = true
@status_window.dispose if @status_window
@status_window = nil
end
end
#==============================================================================
# ** Scene_File
#------------------------------------------------------------------------------
# Edited to return to the menu properly when loading
#==============================================================================
class Scene_File
alias return_scene_original return_scene
def return_scene
if @from_title
$scene = Scene_Title.new
elsif @from_event
$scene = Scene_Map.new
else
if @saving
$scene = Scene_Menu.new(4)
else
$scene = Scene_Menu.new(5)
end
end
end
end
#==============================================================================
# ** Scene_End
#------------------------------------------------------------------------------
# Edited to return to the menu properly due to loading being added
#==============================================================================
class Scene_End
alias return_scene_original return_scene
def return_scene
$scene = Scene_Menu.new(6)
end
end
#==============================================================================
# ** Window_Location
#------------------------------------------------------------------------------
# This class shows the current map name.
#==============================================================================
class Window_location < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x, y)
super(x, y, 160, (WLH*2) + 32)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
$maps = load_data("Data/MapInfos.rvdata")
@map_id = $game_map.map_id
@currmap = $maps[@map_id].name
self.contents.font.color = system_color
self.contents.draw_text(0, -4, 128, 32, "Location :")
self.contents.font.color = normal_color
self.contents.draw_text(0, -4+WLH, 128, 32, @currmap, 1)
end
end
#==============================================================================
# ** Window_RingMenu
#------------------------------------------------------------------------------
# This Window creates a Ring Menu system
#==============================================================================
class Window_RingMenu < Window_Base
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :index
attr_reader :item_max
#--------------------------------------------------------------------------
# * Refresh Setup
#--------------------------------------------------------------------------
START = 1
WAIT = 2
MOVER = 3
MOVEL = 4
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(center_x, center_y, commands, items, move = true, index = 0, character = false)
super(0, 0, 544, 416)
self.contents = Bitmap.new(width-32, height-32)
self.opacity = 0
@move = move
@char = character
@startup = STARTUP_FRAMES
@commands = commands
@item_max = commands.size
@index = index
@items = items
@disabled = []
for i in 0...commands.size-1
@disabled[i] = false
end
@cx = center_x
@cy = center_y
start_setup
refresh
end
#--------------------------------------------------------------------------
# * Start Setup
#--------------------------------------------------------------------------
def start_setup
@mode = START
@steps = @startup
end
#--------------------------------------------------------------------------
# * Disable index
# index : item number
#--------------------------------------------------------------------------
def disable_item(index)
@disabled[index] = true
end
#--------------------------------------------------------------------------
# * Determines if is moving
#--------------------------------------------------------------------------
def animation?
return @mode != WAIT
end
#--------------------------------------------------------------------------
# * Determine if cursor is moveable
#--------------------------------------------------------------------------
def cursor_movable?
return false if (not visible or not active)
return false if (@opening or @closing)
return false if animation?
return true
end
#--------------------------------------------------------------------------
# * Move cursor right
#--------------------------------------------------------------------------
def cursor_right
@index -= 1
@index = @items.size - 1 if @index < 0
@mode = MOVER
@steps = MOVING_FRAMES
end
#--------------------------------------------------------------------------
# * Move cursor left
#--------------------------------------------------------------------------
def cursor_left
@index += 1
@index = 0 if @index >= @items.size
@mode = MOVEL
@steps = MOVING_FRAMES
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
if self.active
if cursor_movable?
last_index = @index
if Input.repeat?(Input::DOWN) or Input.repeat?(Input::RIGHT)
cursor_right
end
if Input.repeat?(Input::UP) or Input.repeat?(Input::LEFT)
cursor_left
end
if @index != last_index
Sound.play_cursor
end
end
refresh
end
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
case @mode
when START
refresh_start
when WAIT
refresh_wait
when MOVER
refresh_move(1)
when MOVEL
refresh_move(0)
end
rect = Rect.new(18, 196, self.contents.width-32, 32)
self.contents.draw_text(rect, @commands[@index], 1)
end
#--------------------------------------------------------------------------
# * Refresh Start Period
#--------------------------------------------------------------------------
def refresh_start
d1 = 2.0 * Math::PI / @item_max
d2 = 1.0 * Math::PI / @startup
for i in 0...@item_max
j = i - @index
if @move
r = RING_R - 1.0 * RING_R * @steps / @startup
d = d1 * j + d2 * @steps
else
r = RING_R
d = d1 * j
end
x = @cx + ( r * Math.sin( d ) ).to_i
y = @cy - ( r * Math.cos( d ) ).to_i
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = WAIT
end
end
#--------------------------------------------------------------------------
# * Refresh Wait Period
#--------------------------------------------------------------------------
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 * Math.cos( d * j ) ).to_i
draw_item(x, y, i)
end
end
#--------------------------------------------------------------------------
# * Refresh Movement Period
#--------------------------------------------------------------------------
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 * Math.cos( d ) ).to_i
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = WAIT
end
end
#--------------------------------------------------------------------------
# * Draw Item
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# index : item number
#--------------------------------------------------------------------------
def draw_item(x, y, index)
if @char
if @index == index
draw_character(@items[index].character_name, @items[index].character_index , x, y)
if @mode == WAIT
draw_actor_hp_ring(@items[index], @cx, @cy-16, 50, 6, 84, 270, true)
draw_actor_mp_ring(@items[index], @cx, @cy-16, 50, 6, 84, 180, false)
draw_actor_exp_ring(@items[index], @cx, @cy-16, 50, 6, 155, 12, false)
end
else
draw_character(@items[index].character_name, @items[index].character_index , x, y, false)
end
else
rect = Rect.new(0, 0, @items[index].width, @items[index].height)
if @index == index
self.contents.blt( x, y, @items[index], rect )
if @disabled[@index]
self.contents.blt( x, y, ICON_DISABLE, rect )
end
else
self.contents.blt( x, y, @items[index], rect, 128 )
end
end
end
end
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
# Edited to allow disabled character icons
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# * Draw Character Graphic
#--------------------------------------------------------------------------
def draw_character(character_name, character_index, x, y, enabled = true)
return if character_name == nil
bitmap = Cache.character(character_name)
sign = character_name[/^[\!\$]./]
if sign != nil and sign.include?('$')
cw = bitmap.width / 3
ch = bitmap.height / 4
else
cw = bitmap.width / 12
ch = bitmap.height / 8
end
n = character_index
src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect, enabled ? 255 : 128)
end
end
Instructions
Put it under the Materials Section
Include Syvkal's Menu Bars (or remove the coding from the script)
Must include Menu icons (48 x 48) in the 'Pictures' folder. Or use these:
Icons
Compatibility
Should work with most things, but I'm not 100% sure
It is old so there may be bugs...
Credits and Thanks
XRXS, Dubealex & Hypershadow180 for creating the original XP Ring Menu (I didn't even know xD)
Author's Notes
I did edit the coding quite a lot, not just so I could call it mine and not a remake, but for other reasons. There is quite a lot of unnecessary coding. this is because I had originally made it for a massive Menu remake I had in mind (still might release that, not too sure). But I have left it in there so I can use it at a later time (or you can). It is minor things, but they're in there none the less.