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Ring Menu 1.2

Le menu par défaut est remplacé par un menu circulaire avec des icônes.

Script pour RPG Maker VX Ace
Ecrit par Zangther
Publié par Necromandien (lui envoyer un message privé)
Signaler un script cassé

❤ 0

Script : Ring Menu
Auteur : Zangther
Logiciel : RPG Maker VX Ace

Description : Ce script permet d'avoir un menu déroulant en forme d'anneau, l’icône en surbrillance se situe en haut.

Cette version-ci corrige certains bugs présents dans l'ancienne version proposée par Necromandien :

Portion de code : Tout sélectionner

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#==============================================================================
# ** Ring Menu - RPG Maker VX ACE
#------------------------------------------------------------------------------
#  This is a simple ring menu.
#          - Core classes are in module Zangther including
#                  - Scene_RingMenu
#                  - Spriteset_Iconring
#                  - Sprite_Icon
#          - Configuration is in the module Zangther::RingMenu::Config
#          - You can change fade_in and fade_out methods, they are into
#              Zangther::RingMenu::Config::Fade
#          - Some edits to Scene_Map, Scene_Item, Scene_File and Scene_End are
#              made at the end of the file in order to make them compatible
#              with this ring menu.
#             (#call_menu for Scene_Map and #return_scene for the others)
#------------------------------------------------------------------------------
# Version : 1.2 by Zangther
#     If any questions, contact me at zangther@gmail.com
#------------------------------------------------------------------------------
# Changelog :
#     v 1.2   : Make non selected icon grayish
#     v 1.1   : Add Scene_HeroFormation
#     v 1.0.1 : Cleaning
#     v 1.0   : Base script
#------------------------------------------------------------------------------
#       Special thanks to Raho, Nuki, S4suk3 and Grim from Funkywork
#         for advises and constant support ! [ http://funkywork.jeun.fr ]
#==============================================================================
module Zangther
  module RingMenu
    module Config
      # Menus' commands
      MENU_COMMAND = [
         # {name: "Name", icon: ID, action: -> {Scene}, prepare: -> {SceneManager.scene.prepare(arguments)} }
         {name: "Items", icon: 261, action: -> {Scene_Item}},
         {name: "Skills", icon: 116, action: -> {Scene_HeroMenu}, prepare: -> {SceneManager.scene.prepare(Scene_Skill)} },
         {name: "Equip", icon: 434, action: -> {Scene_HeroMenu}, prepare: -> {SceneManager.scene.prepare(Scene_Equip)} },
         {name: "Status", icon: 121, action: -> {Scene_HeroMenu}, prepare: -> {SceneManager.scene.prepare(Scene_Status)} },
         {name: "Formation", icon: 11, action: -> {Scene_HeroFormation}},
         {name: "File", icon: 117, action: -> {Scene_Save}},
         {name: "Exit", icon: 12, action: -> {Scene_End}}
      ]
 
      # Angle de base
      START_ANGLE = 1.5 * Math::PI
      # Distance
      DISTANCE = 50
    end
 
    #==============================================================================
    # ** Fade
    #------------------------------------------------------------------------------
    #  Contains methods about fade in and fade out for ring menu.
    #==============================================================================
    module Fade
      #--------------------------------------------------------------------------
      # * Fade in
      #--------------------------------------------------------------------------
      def fade_in(distance)
        distance = distance.to_i
        total_spin
        dist_step = (distance - @distance) / (6.28 / @step)
        opa_step = 255 / (6.28 / @step)
        recede(distance,  dist_step)
        change_opacity(255, opa_step)
        @state = :openning
      end
      #--------------------------------------------------------------------------
      # * Fade out
      #--------------------------------------------------------------------------
      def fade_out(distance)
        distance = distance.to_i
        total_spin
        dist_step = (distance - @distance) / (6.28 / @step)
        opa_step = 255 / (6.28 / @step)
        approach(distance,  dist_step)
        change_opacity(0, -opa_step)
        @state = :closing
      end
    end
 
    #==============================================================================
    # ** Icon
    #------------------------------------------------------------------------------
    #  Add sevreal methods related to icons
    #==============================================================================
    module Icon
      #--------------------------------------------------------------------------
      # * Place the sprite
      #--------------------------------------------------------------------------
      def place(x, y, distance, angle)
        # Force values to numeric
        distance = distance.to_i
        angle = angle.to_f
        # Polar coordinations calculation
        self.x = x.to_i + (Math.cos(angle)*distance)
        self.y = y.to_i + (Math.sin(angle)*distance)
        update
      end
    end
  end
 
  #==============================================================================
  # ** Sprite_Icon
  #------------------------------------------------------------------------------
  #  Just inherit from Sprite and Icon
  #==============================================================================
  class Sprite_Icon < Sprite_Base
    include RingMenu::Icon
  end
 
  #==============================================================================
  # ** Game_CharacterIcon
  #------------------------------------------------------------------------------
  #  Inherits from Game_Character, add some utility methods and changes
  #    move_speed default value
  #==============================================================================
  class Game_CharacterIcon < Game_Character
    #--------------------------------------------------------------------------
    # * Object Initialization
    #--------------------------------------------------------------------------
    def initialize
      super
      @move_speed = 1
    end
    #--------------------------------------------------------------------------
    # * Stop movement
    #--------------------------------------------------------------------------
    def stand_still
      @step_anime = false
      straighten
    end
    #--------------------------------------------------------------------------
    # * Make walk
    #--------------------------------------------------------------------------
    def walk
      @step_anime = true
    end
 
  end
 
  #==============================================================================
  # ** Sprite_Character_Icon
  #------------------------------------------------------------------------------
  #  Just inherit from Sprite_Character and Icon, changes update to prevent
  #    placement issues
  #==============================================================================
  class Sprite_Character_Icon < Sprite_Icon
    #--------------------------------------------------------------------------
    # * Public Instance Variables
    #--------------------------------------------------------------------------
    attr_reader :character
    #--------------------------------------------------------------------------
    # * Object Initialization
    #     viewport  : viewport
    #     character : character (Game_Character)
    #--------------------------------------------------------------------------
    def initialize(viewport, character = nil)
      super(viewport)
      @character = character
      update
    end
    #--------------------------------------------------------------------------
    # * Update
    #--------------------------------------------------------------------------
    def update
      super
      @character.update
      update_bitmap
      update_src_rect
      self.z = @character.screen_z
    end
 
    private
    #--------------------------------------------------------------------------
    # * Update Transfer Origin Bitmap
    #--------------------------------------------------------------------------
    def update_bitmap
      if graphic_changed?
        @character_name = @character.character_name
        @character_index = @character.character_index
        set_character_bitmap
      end
    end
    #--------------------------------------------------------------------------
    # * Determine if Graphic Changed
    #--------------------------------------------------------------------------
    def graphic_changed?
      @character_name != @character.character_name ||
        @character_index != @character.character_index
    end
    #--------------------------------------------------------------------------
    # * Set Character Bitmap
    #--------------------------------------------------------------------------
    def set_character_bitmap
      self.bitmap = Cache.character(@character_name)
      sign = @character_name[/^[\!\$]./]
      if sign && sign.include?('$')
        @cw = bitmap.width / 3
        @ch = bitmap.height / 4
      else
        @cw = bitmap.width / 12
        @ch = bitmap.height / 8
      end
      self.ox = @cw / 2
      self.oy = @ch
    end
    #--------------------------------------------------------------------------
    # * Update Transfer Origin Rectangle
    #--------------------------------------------------------------------------
    def update_src_rect
      index = @character.character_index
      pattern = @character.pattern < 3 ? @character.pattern : 1
      sx = (index % 4 * 3 + pattern) * @cw
      sy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch
      self.src_rect.set(sx, sy, @cw, @ch)
    end
  end
 
  #==============================================================================
  # ** Spriteset_Iconring
  #------------------------------------------------------------------------------
  #  This class manages Sprite_Icon and make then spin around a point.
  #==============================================================================
  class Spriteset_Iconring
    #--------------------------------------------------------------------------
    # * Module inclusions
    #--------------------------------------------------------------------------
    include RingMenu::Fade
    #--------------------------------------------------------------------------
    # * Public Instance Variables
    #--------------------------------------------------------------------------
    attr_reader :x
    attr_reader :y
    attr_reader :distance
    attr_reader :angle
    attr_reader :direction
    attr_reader :actual_direction
    attr_reader :index
    #--------------------------------------------------------------------------
    # * Constants
    #--------------------------------------------------------------------------
    PI_2 = 6.28
    #--------------------------------------------------------------------------
    # * Object Initialization
    #     x, y, distance, speed : int
    #     angle : int (radians)
    #     sprites : Enumeration of RingMenu::Icon
    #     index : int
    #     direction :  :trigo, :antitrigo, :+, :-, :positif, :negatif
    #--------------------------------------------------------------------------
    def initialize(x, y, distance, speed, angle, sprites, index = 0, direction=:trigo)
      # Argument test
      sprites = Array(sprites)
      unless sprites.all? { |sp| (sp.is_a?(RingMenu::Icon)) }
        raise(ArgumentError, "sprite isn't an array of Sprite_Icons")
      end
      # Adjust numeric arguments
      @x = x.to_i + 16
      @y = y.to_i + 16
      @distance = @future_distance = 0
      @speed = speed.to_i
      @angle = (angle.to_f - (index.to_f * (PI_2 / sprites.size))).modulo PI_2
      # Settings
      @shift = {:trigo => 0, :antitrigo => 0}
      @direction = @actual_direction = direction
      @index = index.to_i
      @opacity = @future_opacity = 0
      @icons = sprites
      @state = :closed
      self.step = :default
      fade_in(distance)
      update(true)
    end
    #--------------------------------------------------------------------------
    # * Update
    #  need_refresh : force refresh
    #--------------------------------------------------------------------------
    def update(need_refresh=false)
      return unless @icons
      if moving?
        if spinning?
          reverse_direction if need_reverse?
          update_angle
        end
        update_distance
        need_refresh = true
      end
      update_opacity
      update_state
      refresh if need_refresh
    end
    #--------------------------------------------------------------------------
    # * Prepare terminate method
    #--------------------------------------------------------------------------
    def pre_terminate
      fade_out(0)
    end
    #--------------------------------------------------------------------------
    # * Dispose
    #--------------------------------------------------------------------------
    def dispose
      @icons.each {|icon| icon.dispose}
    end
    #--------------------------------------------------------------------------
    # * Refresh
    #--------------------------------------------------------------------------
    def refresh
      @icons.size.times do |i|
        icon = @icons[i]
        angle = @angle + ((PI_2/(@icons.size))*i)
        icon.place(@x,@y,@distance,angle)
        icon.opacity = @opacity
        icon.tone.gray = (i == @index) ? 0 : 255
        icon.update
      end
    end
    #--------------------------------------------------------------------------
    # * Spin
    #--------------------------------------------------------------------------
    def spin
      unless spinning?
        number_of_icons = @icons.size
        @shift[@direction] += PI_2/number_of_icons
        if @direction == :trigo
          @index += 1
        else
          @index -= 1
        end
        @index = @index.modulo number_of_icons
      end
    end
    #--------------------------------------------------------------------------
    # * Change direction
    #     direction :  :trigo, :antitrigo, :+, :-, :positif, :negatif
    #--------------------------------------------------------------------------
    def change_direction(direction)
      case direction
      when :trigo, :+, :positif
        @direction = :trigo
      when :antitrigo, :-, :negatif
        @direction = :antitrigo
      end
    end
    #--------------------------------------------------------------------------
    # * Change center
    #   x,y : Entiers
    #--------------------------------------------------------------------------
    def changer_centre(x, y)
      @x = x.to_i
      @y = y.to_i
    end
    #--------------------------------------------------------------------------
    # * Set angle
    #--------------------------------------------------------------------------
    def angle=(angle)
      if angle > PI_2 || angle < 0
        angle = 0
      end
      @angle = angle.to_f
    end
    #--------------------------------------------------------------------------
    # * Maj step
    #--------------------------------------------------------------------------
    def step=(step=1)
      if step == :default
        number_of_icons = @icons.size
        @step = PI_2 / (number_of_icons*100) * @speed
      else
        @step = step.to_f * @speed
      end
    end
    #--------------------------------------------------------------------------
    # * Spin right
    #--------------------------------------------------------------------------
    def spin_right
      change_direction(:+)
      spin
    end
    #--------------------------------------------------------------------------
    # * Spin left
    #--------------------------------------------------------------------------
    def spin_left
      change_direction(:-)
      spin
    end
    #--------------------------------------------------------------------------
    # * Move away from center
    #--------------------------------------------------------------------------
    def recede(distance, step = 1)
      @future_distance = distance.to_i
      @distance_step = step.abs
    end
    #--------------------------------------------------------------------------
    # * Move back to center
    #--------------------------------------------------------------------------
    def approach(distance, step = 1)
      @future_distance = distance.to_i
      @distance_step = - step.abs
    end
    #--------------------------------------------------------------------------
    # * Changes opacity
    #--------------------------------------------------------------------------
    def change_opacity(opacity, step = 1)
      if opacity > 255
        @future_opacity = 255
      elsif opacity < 0
        @future_opacity = 0
      else
        @future_opacity = opacity.to_i
      end
      @opacity_step = step.to_i
    end
    #--------------------------------------------------------------------------
    # * Is closed ?
    #--------------------------------------------------------------------------
    def closed?
      @state == :closed
    end
    #--------------------------------------------------------------------------
    # * Is opened ?
    #--------------------------------------------------------------------------
    def opened?
      @state == :opened
    end
    #--------------------------------------------------------------------------
    # * Is closing ?
    #--------------------------------------------------------------------------
    def closing?
      @state == :closing
    end
    #--------------------------------------------------------------------------
    # * Is openning ?
    #--------------------------------------------------------------------------
    def openning?
      @state == :openning
    end
 
    private
    #--------------------------------------------------------------------------
    # * Updates angle positionning
    #--------------------------------------------------------------------------
    def update_angle
      direction = @actual_direction
      shift = @shift[direction]
      step = @step > shift ? shift : @step
      step *= -1 if direction == :trigo
      temp = @angle + step
      if direction == :trigo && temp < 0
        temp += PI_2
      elsif direction == :antitrigo && temp > PI_2
        temp -= PI_2
      end
      @angle = temp
      @shift[direction] = shift - @step
      @shift[direction] = 0 if @shift[direction] < 0
    end
    #--------------------------------------------------------------------------
    # * Updates distance positionning
    #--------------------------------------------------------------------------
    def update_distance
      return if @future_distance == @distance
      temp = @distance + @distance_step
      # Checks if @future_distance is between temp and @distance
      # If so, that's mean that @distance_step is bigger than the gap between @distance & @future_distance
      if (@distance..temp).include?(@future_distance) || (temp..@distance).include?(@future_distance)
        @distance = @future_distance
      else
        @distance += @distance_step
      end
    end
    #--------------------------------------------------------------------------
    # * Updates opacity
    #--------------------------------------------------------------------------
    def update_opacity
      shift = @future_opacity - @opacity
      return if shift == 0
      @opacity += @opacity_step
      if shift > 0
        @opacity = @future_opacity if @opacity > @future_opacity
      else
        @opacity = @future_opacity if @opacity < @future_opacity
      end
    end
    #--------------------------------------------------------------------------
    # * Updates state
    #--------------------------------------------------------------------------
    def update_state
      unless spinning?
        if @state == :closing
          @state = :closed
        elsif @state == :openning
          @state = :opened
        end
      end
    end
    #--------------------------------------------------------------------------
    # * Reverse the direction
    #--------------------------------------------------------------------------
    def reverse_direction
      @actual_direction = (@actual_direction == :trigo ? :antitrigo : :trigo)
    end
    #--------------------------------------------------------------------------
    # * Need revesing direction ?
    #--------------------------------------------------------------------------
    def need_reverse?
      @shift[@actual_direction] <= 0
    end
    #--------------------------------------------------------------------------
    # * Spinning
    #--------------------------------------------------------------------------
    def spinning?
      @shift.any? {|key,val| val > 0}
    end
    #--------------------------------------------------------------------------
    # * Moving ?
    #--------------------------------------------------------------------------
    def moving?
      spinning? || (@future_distance != @distance)
    end
    #--------------------------------------------------------------------------
    # * Make one complete spin
    #--------------------------------------------------------------------------
    def total_spin
      @shift[@direction] += PI_2 unless spinning?
    end
  end
 
  #==============================================================================
  # ** Spriteset_IconCrescent
  #------------------------------------------------------------------------------
  #  This class manages Sprite_Icon and place them as a crescent.
  #==============================================================================
  class Spriteset_IconCrescent
    #--------------------------------------------------------------------------
    # * Fade in
    #--------------------------------------------------------------------------
    attr_reader :index
    attr_reader :pending_index
    #--------------------------------------------------------------------------
    # * Object Initialization
    #     x, y : int
    #     sprites : RingMenu::Icon array
    #--------------------------------------------------------------------------
    def initialize(x, y, sprites)
      unless sprites.all? { |sp| (sp.is_a?(RingMenu::Icon)) }
        raise(ArgumentError, "sprite isn't an array of Sprite_Icons")
      end
      @sprites = sprites
      @distance = RingMenu::Config::DISTANCE
      @x = x
      @y = y
      @index = 0
      @pending_index = 0
      select(0)
      update
    end
    #--------------------------------------------------------------------------
    # * Update
    #--------------------------------------------------------------------------
    def update
      @sprites.each_with_index do |sprite, i|
        update_position(sprite, i)
        sprite.update
      end
    end
    #--------------------------------------------------------------------------
    # * Move
    #--------------------------------------------------------------------------
    def move(direction)
      unselect
      case direction
      when :right
        increment_index
      when :left
        decrement_index
      end
      select(@index)
    end
    #--------------------------------------------------------------------------
    # * Chose a char
    #--------------------------------------------------------------------------
    def chose
      half = @sprites.size / 2
      if @index + 1 > half
        @sprites[@index].character.set_direction(4) # Face left
      else
        @sprites[@index].character.set_direction(6) # Face right
      end
    end
    #--------------------------------------------------------------------------
    # * Unchose a char
    #--------------------------------------------------------------------------
    def unchose
      @sprites[@index].character.set_direction(2)
    end
    #--------------------------------------------------------------------------
    # * Can two swap ?
    #     direction : :right, :left
    #--------------------------------------------------------------------------
    def can_swap?(direction)
      case direction
      when :right
        can_swap_right?
      when :left
        can_swap_left?
      end
    end
    #--------------------------------------------------------------------------
    # * Swap
    #     direction : :right, :left
    #--------------------------------------------------------------------------
    def swap(direction)
      case direction
      when :right
        @pending_index = @index
        swap_right
      when :left
        @pending_index = @index
        swap_left
      end
      chose
    end
 
    private
    #--------------------------------------------------------------------------
    # * Can swap right
    #--------------------------------------------------------------------------
    def can_swap_right?
      @index < @sprites.size - 1
    end
    #--------------------------------------------------------------------------
    # * Can swap left
    #--------------------------------------------------------------------------
    def can_swap_left?
      @index != 0
    end
    #--------------------------------------------------------------------------
    # * Swap right
    #--------------------------------------------------------------------------
    def swap_right
      animated_swap(@sprites[@index], @sprites[@index+1])
      @sprites[@index], @sprites[@index+1] = @sprites[@index+1], @sprites[@index]
      increment_index
    end
    #--------------------------------------------------------------------------
    # * Swap left
    #--------------------------------------------------------------------------
    def swap_left
      animated_swap(@sprites[@index-1], @sprites[@index])
      @sprites[@index-1], @sprites[@index] = @sprites[@index], @sprites[@index-1]
      decrement_index
    end
    #--------------------------------------------------------------------------
    # * Animatte swap
    #     (it's empty but you can fill it fellah)
    #--------------------------------------------------------------------------
    def animated_swap(sprite_left, sprite_right)
    end
    #--------------------------------------------------------------------------
    # * Select char
    #--------------------------------------------------------------------------
    def select(index)
      @sprites[index].character.walk
    end
    #--------------------------------------------------------------------------
    # * Unselect char
    #--------------------------------------------------------------------------
    def unselect
      @sprites[@index].character.stand_still
    end
    #--------------------------------------------------------------------------
    # * Update position of a sprite
    #--------------------------------------------------------------------------
    def update_position(sprite, i)
      angle_gap = Math::PI / @sprites.size
      start_angle = angle_gap / 2 + Math::PI
      angle = start_angle + (angle_gap * i)
      sprite.place(@x,@y,@distance,angle)
    end
    #--------------------------------------------------------------------------
    # * Increment index
    #--------------------------------------------------------------------------
    def increment_index
      @index = (@index + 1) % @sprites.size
    end
    #--------------------------------------------------------------------------
    # * Decrement index
    #--------------------------------------------------------------------------
    def decrement_index
      @index -= 1
      @index = 0 if @index == @sprites.size
    end
 
  end
 
  #==============================================================================
  # ** Scene_RingMenu
  #------------------------------------------------------------------------------
  #  This scene used to be an adventurer like you, but then it took an arrow in the knee.
  #==============================================================================
  class Scene_RingMenu < Scene_MenuBase
    #--------------------------------------------------------------------------
    # * Start processing
    #--------------------------------------------------------------------------
    def start
      super
      create_background
      create_command_ring
      create_command_name
    end
    #--------------------------------------------------------------------------
    # * Termination Processing
    #--------------------------------------------------------------------------
    def terminate
      super
      dispose_background
      dispose_command_name
    end
    #--------------------------------------------------------------------------
    # * Frame Update
    #--------------------------------------------------------------------------
    def update
      super
      if @command_ring.closed?
        @command_ring.dispose
        change_scene
      else
        @command_ring.update
        update_command_name
        update_command_selection unless @command_ring.closing?
      end
    end
 
    private
    #--------------------------------------------------------------------------
    # * Create Command Ring
    #--------------------------------------------------------------------------
    def create_command_ring
      icons = Array.new
      RingMenu::Config::MENU_COMMAND.each do |command|
        icons.push(icon = Sprite_Icon.new)
        icon.bitmap = Cache.system("Iconset")
        index = command[:icon]
        x = index % 16 * 24
        y = (index / 16).truncate * 24
        icon.src_rect = Rect.new(x,y,24,24)
      end
      x = $game_player.screen_x - 28
      y = $game_player.screen_y - 44
      distance = RingMenu::Config::DISTANCE
      angle = RingMenu::Config::START_ANGLE
      @command_ring = Spriteset_Iconring.new(x, y, distance, 10, angle, icons, @index)
    end
    #--------------------------------------------------------------------------
    # * Create Command Text
    #--------------------------------------------------------------------------
    def create_command_name
      @command_name = Sprite.new
      distance = RingMenu::Config::DISTANCE
      width = distance * 2
      @command_name.bitmap = Bitmap.new(width, 24)
      @command_name.x = $game_player.screen_x  - distance
      @command_name.y = $game_player.screen_y + distance
    end
    #--------------------------------------------------------------------------
    # * Update Command Selection
    #--------------------------------------------------------------------------
    def update_command_selection
      if Input.trigger?(Input::B)
        Sound.play_cancel
        do_return
      elsif Input.trigger?(Input::LEFT)
        @command_ring.spin_left
      elsif Input.trigger?(Input::RIGHT)
        @command_ring.spin_right
      elsif Input.trigger?(Input::C)
        Sound.play_ok
        prepare_next_scene
      end
    end
    #--------------------------------------------------------------------------
    # * Update Command Text
    #--------------------------------------------------------------------------
    def update_command_name
      rect = @command_name.src_rect
      command = RingMenu::Config::MENU_COMMAND[@command_ring.index]
      bitmap = @command_name.bitmap
      bitmap.clear
      bitmap.draw_text(rect, command[:name], 1)
    end
    #--------------------------------------------------------------------------
    # * Dispose Command Text
    #--------------------------------------------------------------------------
    def dispose_command_name
      @command_name.dispose
    end
    #--------------------------------------------------------------------------
    # * Prepare transition for new scene
    #--------------------------------------------------------------------------
    def prepare_next_scene
      @index = @command_ring.index
      command = RingMenu::Config::MENU_COMMAND[@command_ring.index]
      @scene = command[:action].call
      @prepare = command.fetch(:prepare) { |el| -> {} }
      @command_ring.pre_terminate
    end
    #--------------------------------------------------------------------------
    # * Execute transition to new scene
    #--------------------------------------------------------------------------
    def change_scene
      if @scene == :none
        SceneManager.return
      else
        SceneManager.call(@scene)
        @prepare.call
      end
    end
    #--------------------------------------------------------------------------
    # * Load the next scene
    #--------------------------------------------------------------------------
    def do_return
      @scene = :none
      @command_ring.pre_terminate
    end
  end
 
  #==============================================================================
  # ** Scene_HeroMenu
  #------------------------------------------------------------------------------
  #  Dance like it hurts, Love like you need money, Work when people are watching.
  #==============================================================================
  class Scene_HeroMenu < Scene_RingMenu
    #--------------------------------------------------------------------------
    # * Initialize
    #--------------------------------------------------------------------------
    def prepare(scene)
      raise "scene must be a Class object !" unless scene.is_a?(Class)
      @scene = scene
    end
 
    private
    #--------------------------------------------------------------------------
    # * Create Command Ring
    #--------------------------------------------------------------------------
    def create_command_ring
      icons = $game_party.members.map do |actor|
        char = Game_Character.new
        char.set_graphic(actor.character_name,actor.character_index)
        Sprite_Character_Icon.new(@viewport, char)
      end
      x = $game_player.screen_x - 16
      y = $game_player.screen_y - 16
      distance = RingMenu::Config::DISTANCE
      angle = RingMenu::Config::START_ANGLE
      @command_ring = Spriteset_Iconring.new(x, y, distance, 10, angle, icons)
    end
    #--------------------------------------------------------------------------
    # * Create Command Text
    #--------------------------------------------------------------------------
    def create_command_name
      @command_name = Sprite.new
      distance = RingMenu::Config::DISTANCE
      width = distance * 2
      @command_name.bitmap = Bitmap.new(width, 24)
      @command_name.x = $game_player.screen_x  - distance
      @command_name.y = $game_player.screen_y + distance
    end
    #--------------------------------------------------------------------------
    # * Update Command Text
    #--------------------------------------------------------------------------
    def update_command_name
      rect = @command_name.src_rect
      hero = $game_party.members[@command_ring.index]
      bitmap = @command_name.bitmap
      bitmap.clear
      bitmap.draw_text(rect, hero.name, 1)
    end
    #--------------------------------------------------------------------------
    # * Load the next scene
    #--------------------------------------------------------------------------
    def prepare_next_scene
      $game_party.menu_actor = $game_party.members[@command_ring.index]
      @command_ring.pre_terminate
    end
    #--------------------------------------------------------------------------
    # * Execute transition to new scene
    #--------------------------------------------------------------------------
    def change_scene
      if @scene == :none
        SceneManager.return
      else
        SceneManager.goto(@scene)
      end
    end
  end
  #==============================================================================
  # ** Scene_HeroFormation
  #------------------------------------------------------------------------------
  #  A ring menu to handle formation issues.
  #==============================================================================
  class Scene_HeroFormation < Scene_MenuBase
    #--------------------------------------------------------------------------
    # * Start
    #--------------------------------------------------------------------------
    def start
      super
      create_command_crescent
      @chosing = false
    end
    #--------------------------------------------------------------------------
    # * Update
    #--------------------------------------------------------------------------
    def update
      super
      update_command_selection
      @command_ring.update
    end
 
    private
    #--------------------------------------------------------------------------
    # * Create command crescent
    #--------------------------------------------------------------------------
    def create_command_crescent
      icons = $game_party.members.map do |actor|
        char = Game_CharacterIcon.new
        char.set_graphic(actor.character_name,actor.character_index)
        Zangther::Sprite_Character_Icon.new(@viewport, char)
      end
      x = $game_player.screen_x
      y = $game_player.screen_y
      distance = Zangther::RingMenu::Config::DISTANCE
      angle = Zangther::RingMenu::Config::START_ANGLE
      @command_ring = Zangther::Spriteset_IconCrescent.new(x, y, icons)
    end
    #--------------------------------------------------------------------------
    # * Update Command Selection
    #--------------------------------------------------------------------------
    def update_command_selection
      if Input.trigger?(Input::B)
        Sound.play_cancel
        do_return
      elsif Input.trigger?(Input::LEFT)
        update_selection(:left)
      elsif Input.trigger?(Input::RIGHT)
        update_selection(:right)
      elsif Input.trigger?(Input::C)
        Sound.play_ok
        if @chosing
          @command_ring.unchose
        else
          @command_ring.chose
        end
        @chosing = !@chosing
      end
    end
    #--------------------------------------------------------------------------
    # * Load the next scene
    #--------------------------------------------------------------------------
    def do_return
      SceneManager.return
    end
 
    private
    #--------------------------------------------------------------------------
    # * Fade in
    #--------------------------------------------------------------------------
    def update_selection(direction)
      if @chosing
        if @command_ring.can_swap?(direction)
          Sound.play_escape
          @command_ring.swap(direction)
          $game_party.swap_order(@command_ring.index,
                                 @command_ring.pending_index)
        else
          Sound.play_buzzer
        end
      else
        Sound.play_cursor
        @command_ring.move(direction)
      end
    end
  end
end
 
#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs the map screen processing.
#==============================================================================
class Scene_Map < Scene_Base
  #--------------------------------------------------------------------------
  # * Call Menu Screen
  #--------------------------------------------------------------------------
  def call_menu
    Sound.play_ok
    SceneManager.call(Zangther::Scene_RingMenu)
    Window_MenuCommand::init_command_position
  end
end




Mis à jour le 21 novembre 2020.






Necromandien - posté le 18/02/2015 à 18:44:17 (156 messages postés)

❤ 0

Des p'tits trous, des p'tits trous, TOUJOURS DES P'TITS TROUS !!!

Il y'avait quel genre de bug :susp

Un magicien n'est jamais en retard, ni en avance d'ailleurs, il arrive précisément à l'heure prévue !


Mac-AB - posté le 19/02/2015 à 12:51:10 (82 messages postés)

❤ 0

En tout cas le sien ne marche pas chez moi...
C'est la ligne 545 qui merde. Je peux la supprimer sans problème mais du coup ça ne change rien au script de Necromandien^^
Donc en gros c'est l'image qui permet de mettre l'icône en surbrillance qui manque. Il a ptête oublié de fournir cette image avec son code ?

Tout le monde souhaite être riche... Moi je souhaite que tout le monde soit pauvre...


verehn - posté le 19/02/2015 à 16:01:49 (9058 messages postés) - honor

❤ 0

Vhehrhehn

Script mis à jour à la demande de Zangther.

Eldrao ~ PakuPaku ~ Winged Light ~ Ruin ~ Ma galerie ~ LTDAD ~ Don de graphismes plateforme 2D


Mac-AB - posté le 19/02/2015 à 19:00:12 (82 messages postés)

❤ 0

Cette fois ça marche nickel !
Mais ya pas moyen de mettre l'icone sélectionné en surbrillance ou mettre un icone (genre l'icone 143) en arrière plan pour montrer sur lequel en est ?
Je dis ça car au début je croyais que c'était l'îcone du bas qui fallait regarder alors que c'est celle du haut^^

Tout le monde souhaite être riche... Moi je souhaite que tout le monde soit pauvre...


verehn - posté le 20/03/2015 à 23:42:59 (9058 messages postés) - honor

❤ 0

Vhehrhehn

20/03: Nouvelle mise à jour de Zangther. :kirby

Eldrao ~ PakuPaku ~ Winged Light ~ Ruin ~ Ma galerie ~ LTDAD ~ Don de graphismes plateforme 2D


OmeGarus - posté le 13/06/2015 à 16:32:48 (133 messages postés)

❤ 0

Script très intéressant et qui marche xD

Merci pour ce script

Discord: Unlucky young men#1150


Linith - posté le 15/11/2017 à 18:10:18 (5 messages postés)

❤ 0

Ça aurait été bien une image pour illustrer! :sourit

Suite à de nombreux abus, le post en invités a été désactivé. Veuillez vous inscrire si vous souhaitez participer à la conversation.

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