12-24-2006, 01:00 PM
(This post was last modified: 05-19-2017, 04:23 AM by DerVVulfman.)
Crystals Menu
by Leon Blade
Dec 24, 2006
Here is the crystals menu
Someone on scripts request asked for it so I'm putting it here...
by Leon Blade
Dec 24, 2006
This is a locked, single-post thread from Creation Asylum. Archived here to prevent its loss.
No support is given. If you are the owner of the thread, please contact administration.
No support is given. If you are the owner of the thread, please contact administration.
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 ƒƒCƒ“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‚ðì¬
@spriteset = Spriteset_Map.new
# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ðì¬
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[ƒeƒBl”‚ª 0 l‚Ìê‡
if $game_party.actors.size == 0
# ƒAƒCƒeƒ€AƒXƒLƒ‹A‘•”õAƒXƒe[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~‚Ìê‡
if $game_system.save_disabled
# ƒZ[ƒu‚𖳌ø‚É‚·‚é
@command_window.disable_item(4)
end
# ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðì¬
@status_window = Window_RingMenuStatus.new
@status_window.x = @chara_select[0]
@status_window.y = @chara_select[1]
@status_window.z = 200
@status_window.opacity=$chara_select[2]
@status_window.back_opacity=$chara_select[3]
@status_window.visible = false
# ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“ŽÀs
Graphics.transition
# ƒƒCƒ“ƒ‹[ƒv
loop do
# ƒQ[ƒ€‰æ–Ê‚ðXV
Graphics.update
# “ü—Íî•ñ‚ðXV
Input.update
# ƒtƒŒ[ƒ€XV
update
# ‰æ–Ê‚ªØ‚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€XV
#--------------------------------------------------------------------------
def update
# ƒEƒBƒ“ƒhƒE‚ðXV
@window_location.update
@command_window.update
@status_window.update
# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚Ìê‡: update_command ‚ðŒÄ‚Ô
if @command_window.active
update_command
return
end
# ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚Ìê‡: update_status ‚ðŒÄ‚Ô
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV (ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚Ìê‡)
#--------------------------------------------------------------------------
def update_command
# B ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
if Input.trigger?(Input::B)
# ƒLƒƒƒ“ƒZƒ‹ SE ‚ð‰‰‘t
$game_system.se_play($data_system.cancel_se)
# ƒ}ƒbƒv‰æ–Ê‚ÉØ‚è‘Ö‚¦
$scene = Scene_Map.new
return
end
# C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
if Input.trigger?(Input::C)
# ƒp[ƒeƒBl”‚ª 0 l‚ÅAƒZ[ƒuAƒQ[ƒ€I—¹ˆÈŠO‚̃Rƒ}ƒ“ƒh‚Ìê�
��
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‹‚̈—‚ðs‚í‚È‚¢
return if @command_window.animation?
# ªor© ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
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‚ꂽê‡
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€XV (ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚Ìê‡)
#--------------------------------------------------------------------------
def update_status
# B ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽê‡
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‚ꂽê‡
if Input.trigger?(Input::C)
# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚̃J[ƒ\ƒ‹ˆÊ’u‚Å•ªŠò
case @command_window.index
when 1 # ƒXƒLƒ‹
# ‚±‚̃AƒNƒ^[‚Ìs“®§ŒÀ‚ª 2 ˆÈã‚Ìê‡
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–Ê‚ÉØ‚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–Ê‚ÉØ‚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–Ê‚ÉØ‚è‘Ö‚¦
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end
#===================================================