Crystals Menu
#1
Crystals Menu
by Leon Blade
Dec 24, 2006

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Here is the crystals menu

Someone on scripts request asked for it so I'm putting it here...

Code:
#===================================================
# ■ Ring Menu - Show Player Location - Release #1 (Enhanced By Dubealex)
#===================================================
# For more infos and update, visit:
# asylum.dubealex.com
#
# Original Ring Menu by: 和希 (From XRXS)
# Original Edit and Fix by: Maki
# Show Player Location Version by: Dubealex
#
# You can customize this script at line #35 - Have fun !!
# If you want to show more stuff, its easy to do, you can try to ask in the forum.
#
# alex@dubealex.com
#===================================================


#===================================================
# ▼ CLASS Scene_Menu Begins
#===================================================

class Scene_CrystalMenu
#--------------------------------------------------------------------------
# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
# menu_index : ƒRƒ}ƒ“ƒh‚̃J[ƒ\ƒ‹‰ŠúˆÊ’u
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
$location_text=[]
$window_size=[]
$ring_menu_text=[]
$chara_select=[]
@window_opacity=[]
@chara_select=[]
@window_position=[]

#--------------------------------------------------------------------------------------------------
# ■ Ring Menu Customization Section: (By Dubealex)
#--------------------------------------------------------------------------------------------------
# Those variables defines how the script will act.
# Simply change the value by those you want.
# Remember that changing the font size has its limitation due to text space allocation.
#
# ▼ TEXT SETTINGS FOR SHOW PLAYER LOCATION WINDOW:
$location_text[0]="Tahoma"    # Font Type
$location_text[1]=22    # Font Size
$location_text[2]=6    # Location Title Color
$location_text[4]=0    # Map Name Color
$location_text[3]="Location:"    # Customize the "Location" Title Text

# ▼ SHOW LOCATION WINDOW SETTINS:
@show_location_window=true    #Set to false to not use it !
@window_opacity[0]=255    # Border Opacity
@window_opacity[1]=130    # Background Opacity
$window_location_skin="001-Blue01"    # Window Skin
@window_position[0]=20    # X Axis Position
@window_position[1]=20    # Y Axis Position
$window_size[0]=160    # Lengh
$window_size[1]=96    # Heigh

# ▼ TEXT SETTINGS FOR INSIDE THE RING MENU:
$ring_menu_text[0]="Tahoma"    # Font Type
$ring_menu_text[7]=0    # Font Color
$ring_menu_text[8]=22    # Font Size

if $game_switches[8] == true
$ring_menu_text[1]="Crystal 1"    # crystal 1
else
$ring_menu_text[1]="????"    # ?
end

if $game_switches[9] == true
$ring_menu_text[2]="Crystal 2"    # crystal 2
else
$ring_menu_text[2]="????"    # ?
end

if $game_switches[10] == true
$ring_menu_text[3]="Crystal 3"    # crystal 3
else
$ring_menu_text[3]="????"    # ?
end

if $game_switches[11] == true
$ring_menu_text[4]="Crystal 4"    # crystal 4
else
$ring_menu_text[4]="????"    # ?
end

if $game_switches[12] == true
$ring_menu_text[5]="Crystal 5"    # crystal 5
else
$ring_menu_text[5]="????"    # ?
end

if $game_switches[13] == true
$ring_menu_text[6]="Crystal 6"    # crystal 6
else
$ring_menu_text[6]="????"    # ?
end

# ▼ CHARACTER SELECTION WINDOW SETTINGS :
@chara_select[0]=400    # X Axis Position
@chara_select[1]=0    # Y Axis Position
$chara_select[0]="Tahoma"    # Font Type
$chara_select[1]=0    # Font Color
$chara_select[5]=22    # Font Size
$chara_select[2]=255    # Window Border Opacity
$chara_select[3]=130    # Window Background Opacity
$chara_select[4]="001-Blue01" # Window Skin to use
#--------------------------------------------------------------------------------------------------

end
#--------------------------------------------------------------------------
# œ ƒƒCƒ“ˆ—
#--------------------------------------------------------------------------
def main

# Show Player Location Feature:

@window_location = Window_GameCompletion.new
@window_location.x = 0
@window_location.y = 0
@window_location.opacity = 150
#End of Show Player Location

# ƒXƒvƒ‰ƒCƒgƒZƒbƒg‚ðì¬
@spriteset = Spriteset_Map.new
# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðì¬
px = $game_player.screen_x - 15
py = $game_player.screen_y - 24
@command_window = Window_RingMenu.new(px,py)
@command_window.index = @menu_index
# ƒp[ƒeƒBl”‚ª 0 l‚̏ꍇ
if $game_party.actors.size == 0
# ƒAƒCƒeƒ€AƒXƒLƒ‹A‘•”õAƒXƒe[ƒ^ƒX‚𖳌ø‰»
@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
# ƒZ[ƒu‹ÖŽ~‚̏ꍇ
if $game_system.save_disabled
# ƒZ[ƒu‚𖳌ø‚É‚·‚é
@command_window.disable_item(4)
end
# ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðì¬
@status_window = Window_RingMenuStatus.new
@status_window.x = @chara_select[0]
@status_window.y = @chara_select[1]
@status_window.z = 200
@status_window.opacity=$chara_select[2]
@status_window.back_opacity=$chara_select[3]
@status_window.visible = false
# ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“ŽÀs
Graphics.transition
# ƒƒCƒ“ƒ‹[ƒv
loop do
# ƒQ[ƒ€‰æ–Ê‚ðXV
Graphics.update
# “ü—͏î•ñ‚ðXV
Input.update
# ƒtƒŒ[ƒ€XV
update
# ‰æ–Ê‚ªØ‚è‘Ö‚í‚Á‚½‚烋[ƒv‚ð’†’f
if $scene != self
break
end
end
# ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“€”õ
Graphics.freeze
# ƒXƒvƒ‰ƒCƒgƒZƒbƒg‚ð‰ð•ú
@spriteset.dispose
# ƒEƒBƒ“ƒhƒE‚ð‰ð•ú
@window_location.dispose
@command_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV
#--------------------------------------------------------------------------
def update
# ƒEƒBƒ“ƒhƒE‚ðXV
@window_location.update
@command_window.update
@status_window.update
# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ: update_command ‚ðŒÄ‚Ô
if @command_window.active
update_command
return
end
# ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ: update_status ‚ðŒÄ‚Ô
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV (ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ)
#--------------------------------------------------------------------------
def update_command
# B ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
if Input.trigger?(Input::B)
# ƒLƒƒƒ“ƒZƒ‹ SE ‚ð‰‰‘t
$game_system.se_play($data_system.cancel_se)
# ƒ}ƒbƒv‰æ–ʂɐ؂è‘Ö‚¦
$scene = Scene_Map.new
return
end
# C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
if Input.trigger?(Input::C)
# ƒp[ƒeƒBl”‚ª 0 l‚ŁAƒZ[ƒuAƒQ[ƒ€I—¹ˆÈŠO‚̃Rƒ}ƒ“ƒh‚̏ê�
��
if $game_party.actors.size == 0 and @command_window.index < 4
# ƒuƒU[ SE ‚ð‰‰‘t
$game_system.se_play($data_system.buzzer_se)
return
end
# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃J[ƒ\ƒ‹ˆÊ’u‚Å•ªŠò
case @command_window.index

when 0

if $game_switches[8] == true
$game_switches[1] = true
$game_switches[2] = false
$game_switches[3] = false
$game_switches[4] = false
$game_switches[5] = false
$game_switches[6] = false
$game_switches[7] = false
else
$game_switches[1] = false
$game_switches[2] = true
$game_switches[3] = false
$game_switches[4] = false
$game_switches[5] = false
$game_switches[6] = false
$game_switches[7] = true
end

@window_location.dispose
@window_location = Window_GameCompletion.new
@window_location.x = 0
@window_location.y = 0
@window_location.opacity = 150

when 1

if $game_switches[9] == true
$game_switches[1] = false
$game_switches[2] = true
$game_switches[3] = false
$game_switches[4] = false
$game_switches[5] = false
$game_switches[6] = false
$game_switches[7] = false
$game_switches[7] = false
else
$game_switches[1] = false
$game_switches[2] = true
$game_switches[3] = false
$game_switches[4] = false
$game_switches[5] = false
$game_switches[6] = false
$game_switches[7] = true
end

@window_location.dispose
@window_location = Window_GameCompletion.new
@window_location.x = 0
@window_location.y = 0
@window_location.opacity = 150

when 2

if $game_switches[10] == true
$game_switches[1] = false
$game_switches[2] = false
$game_switches[3] = true
$game_switches[4] = false
$game_switches[5] = false
$game_switches[6] = false
$game_switches[7] = false
else
$game_switches[1] = false
$game_switches[2] = true
$game_switches[3] = false
$game_switches[4] = false
$game_switches[5] = false
$game_switches[6] = false
$game_switches[7] = true
end

@window_location.dispose
@window_location = Window_GameCompletion.new
@window_location.x = 0
@window_location.y = 0
@window_location.opacity = 150

when 3

if $game_switches[11] == true
$game_switches[1] = false
$game_switches[2] = false
$game_switches[3] = false
$game_switches[4] = true
$game_switches[5] = false
$game_switches[6] = false
$game_switches[7] = false
else
$game_switches[1] = false
$game_switches[2] = true
$game_switches[3] = false
$game_switches[4] = false
$game_switches[5] = false
$game_switches[6] = false
$game_switches[7] = true
end

@window_location.dispose
@window_location = Window_GameCompletion.new
@window_location.x = 0
@window_location.y = 0
@window_location.opacity = 150

when 4

if $game_switches[12] == true
$game_switches[1] = false
$game_switches[2] = false
$game_switches[3] = false
$game_switches[4] = false
$game_switches[5] = true
$game_switches[6] = false
$game_switches[7] = false
else
$game_switches[1] = false
$game_switches[2] = true
$game_switches[3] = false
$game_switches[4] = false
$game_switches[5] = false
$game_switches[6] = false
$game_switches[7] = true
end

@window_location.dispose
@window_location = Window_GameCompletion.new
@window_location.x = 0
@window_location.y = 0
@window_location.opacity = 150

when 5

if $game_switches[13] == true
$game_switches[1] = false
$game_switches[2] = false
$game_switches[3] = false
$game_switches[4] = false
$game_switches[5] = false
$game_switches[6] = true
$game_switches[7] = false
else
$game_switches[1] = false
$game_switches[2] = true
$game_switches[3] = false
$game_switches[4] = false
$game_switches[5] = false
$game_switches[6] = false
$game_switches[7] = true
end

@window_location.dispose
@window_location = Window_GameCompletion.new
@window_location.x = 0
@window_location.y = 0
@window_location.opacity = 150

end
end

# ƒAƒjƒ[ƒVƒ‡ƒ“’†‚È‚çƒJ[ƒ\ƒ‹‚̏ˆ—‚ðs‚í‚È‚¢
return if @command_window.animation?
# ªor© ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
if Input.press?(Input::UP) or Input.press?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@command_window.setup_move_move(Window_RingMenu::MODE_MOVEL)
return
end
# «or¨ ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
if Input.press?(Input::DOWN) or Input.press?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@command_window.setup_move_move(Window_RingMenu::MODE_MOVER)
return
end
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV (ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚̏ꍇ)
#--------------------------------------------------------------------------
def update_status
# B ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
if Input.trigger?(Input::B)
# ƒLƒƒƒ“ƒZƒ‹ SE ‚ð‰‰‘t
$game_system.se_play($data_system.cancel_se)
# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
@command_window.active = true
@status_window.active = false
@status_window.visible = false
@status_window.index = -1
$game_switches[1] = false
$game_switches[2] = false
$game_switches[3] = false
$game_switches[4] = false
$game_switches[5] = false
$game_switches[6] = false
$game_switches[7] = false
return
end
# C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
if Input.trigger?(Input::C)
# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃J[ƒ\ƒ‹ˆÊ’u‚Å•ªŠò
case @command_window.index
when 1 # ƒXƒLƒ‹
# ‚±‚̃AƒNƒ^[‚̍s“®§ŒÀ‚ª 2 ˆÈã‚̏ꍇ
if $game_party.actors[@status_window.index].restriction >= 2
# ƒuƒU[ SE ‚ð‰‰‘t
$game_system.se_play($data_system.buzzer_se)
return
end
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒXƒLƒ‹‰æ–ʂɐ؂è‘Ö‚¦
$scene = Scene_Skill.new(@status_window.index)
when 2 # ‘•”õ
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ‘•”õ‰æ–ʂɐ؂è‘Ö‚¦
$scene = Scene_Equip.new(@status_window.index)
when 3 # ƒXƒe[ƒ^ƒX
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒXƒe[ƒ^ƒX‰æ–ʂɐ؂è‘Ö‚¦
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end

#===================================================
}


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