Invité
| Sujet: PHS - Menu Tournant (Combats) Jeu 17 Juil 2008 - 22:25 | |
| Je voudrai savoir si il est possible que ces 2 script fonctionnent ensemble... Ce serait cool et sa en aiderai plus d' un ^^ Voici les scripts: - Menu tournant: - Code:
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#============================================================================== # Menu Oval de Batalha # Criado por ziifee #==============================================================================
module Zii # Número identificador do ícone (Vertical x 16 + Horizontal - 1) FIGHT = 132 # Lutar ESCAPE = 143 # Fugir ATTACK = 1 # Atacar GUARD = 52 # Defender SKILL = 128 # Habilidades ITEM = 144 # Itens # Direção da rotação (Esquerda ou Direita) TURN = "Direita" # Usar faces no menu? ("Faces" para usar e "" para nada) STATUS_FACE = "Faces" # Mostrar nome dos heróis no menu? ("Nomes" para usar e "" para nada) STATUS_LINE = "Nomes" # Tamanho das linhas (Padrão: 20) LINE_SIZE = 14 #-------------------------------------------------------------------------- # Configuração de direção da rotação #-------------------------------------------------------------------------- def self.turn_normal? return false if TURN == "Esquerda" return true if TURN == "Direita" return true end #-------------------------------------------------------------------------- # Configuração de exibição #-------------------------------------------------------------------------- def self.battle_face? return true if STATUS_FACE == "Faces" return false end #-------------------------------------------------------------------------- # Configuração de exibição #-------------------------------------------------------------------------- def self.line_name? return true if STATUS_LINE == "Nomes" return false end end
#============================================================================== # Window_Base #==============================================================================
class Window_Base
def draw_face(face_name, face_index, x, y, size = 96, opacity = 255) bitmap = Cache.face(face_name) rect = Rect.new(0, 0, 0, 0) rect.x = face_index % 4 * 96 + (96 - size) / 2 rect.y = face_index / 4 * 96 + (96 - size) / 2 rect.width = size rect.height = size self.contents.blt(x, y, bitmap, rect, opacity) bitmap.dispose end
def draw_actor_face(actor, x, y, size = 96, opacity = 255) draw_face(actor.face_name, actor.face_index, x, y, size, opacity) end end
#============================================================================== # Window_SpinCommand #------------------------------------------------------------------------------ # Esta classe comanda a rotação do menu #==============================================================================
class Window_SpinCommand < Window_Base attr_reader :index attr_reader :help_window
def initialize(cx, cy, commands, setting = {}) @radius = setting.has_key?("R") ? setting["R"] : 40 @speed = setting.has_key?("S") ? setting["S"] : 36 @spin_back = setting.has_key?("G") ? setting["G"] : "" @spin_line = setting.has_key?("L") ? setting["L"] : nil x, y = cx - @radius - 28, cy - @radius - 28 width = height = @radius * 2 + 56 super(x, y, width, height) self.opacity = 0 @index = 0 @commands = commands @spin_right = true @spin_count = 0 update_cursor end
def draw_spin_graphic(i, cx, cy) case command_kind(i) when "icon" draw_icon(command_pull(i), cx - 12, cy - 12, command_enabled?(i)) end end
def refresh set_spin end
def draw_item(index, enabled = true) @commands[index][3] = enabled set_spin end def command_name(index = @index) return "" if index < 0 name = @commands[index][0] return name != nil ? name : "" end def command_kind(index) result = @commands[index][1] return result != nil ? result : "" end def command_pull(index) result = @commands[index][2] return result != nil ? result : "" end def command_enabled?(index) result = @commands[index][3] return result != nil ? result : true end def set_index(name) n = -1 for i in 0...@commands.size n = i if @commands[i][0] == name end @index = n if n >= 0 update_cursor call_update_help set_spin end def index=(index) @index = index update_cursor call_update_help set_spin end def center_x return contents.width / 2 end
def center_y return contents.height / 2 end
def item_max return @commands.size end
def set_background return if @spin_back == "" bitmap = Cache.system(@spin_back) rect = Rect.new(0, 0, bitmap.width, bitmap.height) self.contents.blt(12, 12, bitmap, rect) end
def set_text return if @spin_line == nil y = center_y - WLH / 2 + @spin_line self.contents.draw_text(center_x - 48, y, 96, WLH, command_name, 1) end
def angle_size return (Math::PI * 2 / item_max) end
def set_spin_count @spin_count = angle_size * 360 / @speed set_spin(true) end
def set_spin(spin = false) self.contents.clear set_background angle = spin ? @speed * @spin_count / 360 : 0 angle = @spin_right ? angle : -angle for i in 0...item_max n = (i - @index) * angle_size + angle cx = @radius * Math.sin(n) + center_x cy = - @radius * Math.cos(n) + center_y draw_spin_graphic(i, cx, cy) end set_text end
def update super update_cursor if @spin_count > 0 @spin_count -= 1 set_spin(@spin_count >= 1) return end update_command end
def command_movable? return false if @spin_count > 0 return false if (not visible or not active) return false if (index < 0 or index > item_max or item_max == 0) return false if (@opening or @closing) return true end
def command_right @index = (@index + 1) % item_max @spin_right = true set_spin_count end
def command_left @index = (@index - 1 + item_max) % item_max @spin_right = false set_spin_count end
def update_command if command_movable? if Input.press?(Input::RIGHT) Sound.play_cursor Zii.turn_normal? ? command_right : command_left end if Input.press?(Input::LEFT) Sound.play_cursor Zii.turn_normal? ? command_left : command_right end end call_update_help end
def update_cursor if @index < 0 self.cursor_rect.empty else rect = Rect.new(0, 0, 24, 24) rect.x = center_x - rect.width / 2 rect.y = center_y - rect.height / 2 - @radius self.cursor_rect = rect end end
def help_window=(help_window) @help_window = help_window call_update_help end
def call_update_help if self.active and @help_window != nil update_help end end
def update_help end end
#============================================================================== # Window_LineHelp #==============================================================================
class Window_LineHelp < Window_Base
def initialize super(-16, 0, 576, WLH + 32) self.opacity = 0 end
def set_text(text, align = 0) if text != @text or align != @align self.contents.clear back_color = Color.new(0, 0, 0, 80) self.contents.fill_rect(0, y = 12, contents.width, WLH - y, back_color) self.contents.font.color = normal_color self.contents.draw_text(20, 0, self.width - 72, WLH, text, align) @text = text @align = align end end end
#============================================================================== # Window_PartyCommand #==============================================================================
class Window_PartyCommand < Window_SpinCommand def initialize s1 = [Vocab::fight, "icon", Zii::FIGHT, true] s2 = [Vocab::escape, "icon", Zii::ESCAPE, $game_troop.can_escape] setting = {"R"=>40, "S"=>52, "G"=>"Spin40", "L"=>-12} super(72, 356, [s1, s2], setting) self.active = false set_spin end end
#============================================================================== # Window_ActorCommand #==============================================================================
class Window_ActorCommand < Window_SpinCommand
def initialize s1 = [Vocab::attack, "icon", Zii::ATTACK, true] s2 = [Vocab::skill, "icon", Zii::SKILL, true] s3 = [Vocab::guard, "icon", Zii::GUARD, true] s4 = [Vocab::item, "icon", Zii::ITEM, true] setting = {"R"=>40, "S"=>52, "G"=>"Spin40", "L"=>-12} super(72, 356, [s1, s2, s3, s4], setting) self.active = false set_spin end
def setup(actor) @commands[0][2] = Zii::ATTACK @commands[1][0] = Vocab::skill if actor.weapons[0] != nil n = actor.weapons[0].icon_index @commands[0][2] = n if n > 0 end @commands[1][0] = actor.class.skill_name if actor.class.skill_name_valid self.index = 0 set_spin end end
#============================================================================== # Window_BattleStatus #==============================================================================
class Window_BattleStatus < Window_Selectable
def initialize super(128, 288, 416, 128) @column_max = 4 refresh self.active = false self.opacity = 0 end
def draw_neomemo7_back @neomemo7_clear = false for index in 0...@item_max x = index * 96 self.contents.clear_rect(x + 72, WLH * 3, 24, 24) next unless Zii.battle_face? actor = $game_party.members[index] next if actor.hp <= 0 bitmap = Cache.face(actor.face_name) rect = Rect.new(0, 0, 22, 22) rect.x = actor.face_index % 4 * 96 + 72 rect.y = actor.face_index / 4 * 96 + 72 self.contents.blt(x + 72, WLH * 3, bitmap, rect, 192) end end
def draw_item(index) x = index * 96 rect = Rect.new(x, 0, 96, 96) self.contents.clear_rect(rect) self.contents.font.color = normal_color actor = $game_party.members[index] draw_actor_face(actor, x + 2, 2, 92, 192) if actor.hp > 0 and Zii.battle_face? draw_actor_state(actor, x + 72, WLH * 3) if Zii.line_name? self.contents.font.color = hp_color(actor) size = Zii::LINE_SIZE self.contents.font.size = size self.contents.draw_text(x, WLH * 1 + 20 - size, 80, WLH, actor.name) self.contents.font.size = 20 end draw_actor_hp(actor, x, WLH * 2, 80) draw_actor_mp(actor, x, WLH * 3, 70) end def update_cursor if @index < 0 self.cursor_rect.empty else rect = Rect.new(index * 96, 0, 96, 96) self.cursor_rect = rect end end end
#============================================================================== # Scene_Battle #==============================================================================
class Scene_Battle < Scene_Base
alias :neomemo13_create_info_viewport :create_info_viewport def create_info_viewport neomemo13_create_info_viewport @info_viewport.rect.set(0, 0, 544, 416) @status_window.x = 128 @actor_command_window.x = 4 end
alias :neomemo13_update_info_viewport :update_info_viewport def update_info_viewport ox = @info_viewport.ox neomemo13_update_info_viewport @info_viewport.ox = ox end
alias :neomemo13_start_party_command_selection :start_party_command_selection def start_party_command_selection if $game_temp.in_battle @party_command_window.visible = true @actor_command_window.visible = false end neomemo13_start_party_command_selection end
alias :neomemo13_update_party_command_selection :update_party_command_selection def update_party_command_selection return unless @party_command_window.command_movable? neomemo13_update_party_command_selection end
alias :neomemo13_start_actor_command_selection :start_actor_command_selection def start_actor_command_selection neomemo13_start_actor_command_selection @party_command_window.visible = false @actor_command_window.visible = true end
alias :neomemo13_update_actor_command_selection :update_actor_command_selection def update_actor_command_selection return unless @actor_command_window.command_movable? neomemo13_update_actor_command_selection end
alias :neomemo13_start_target_enemy_selection :start_target_enemy_selection def start_target_enemy_selection x = @info_viewport.rect.x ox = @info_viewport.ox neomemo13_start_target_enemy_selection @info_viewport.rect.x = x @info_viewport.ox = ox @target_enemy_window.x = 544 - @target_enemy_window.width @target_enemy_window.y = 288 @info_viewport.rect.width -= @target_enemy_window.width end
alias :neomemo13_end_target_enemy_selection :end_target_enemy_selection def end_target_enemy_selection x = @info_viewport.rect.x ox = @info_viewport.ox @info_viewport.rect.width += @target_enemy_window.width neomemo13_end_target_enemy_selection @info_viewport.rect.x = x @info_viewport.ox = ox end
alias :neomemo13_start_target_actor_selection :start_target_actor_selection def start_target_actor_selection x = @info_viewport.rect.x ox = @info_viewport.ox neomemo13_start_target_actor_selection @target_actor_window.y = 288 @info_viewport.rect.x = x @info_viewport.ox = ox @info_viewport.rect.width -= @target_actor_window.width end
alias :neomemo13_end_target_actor_selection :end_target_actor_selection def end_target_actor_selection x = @info_viewport.rect.x ox = @info_viewport.ox @info_viewport.rect.width += @target_actor_window.width neomemo13_end_target_actor_selection @info_viewport.rect.x = x @info_viewport.ox = ox end
alias :neomemo13_start_skill_selection :start_skill_selection def start_skill_selection neomemo13_start_skill_selection @skill_window.dispose if @skill_window != nil @help_window.dispose if @help_window != nil @help_window = Window_LineHelp.new @skill_window = Window_Skill.new(8, 64, 528, 216, @active_battler) @skill_window.help_window = @help_window end
alias :neomemo13_start_item_selection :start_item_selection def start_item_selection neomemo13_start_item_selection @item_window.dispose if @item_window != nil @help_window.dispose if @help_window != nil @help_window = Window_LineHelp.new @item_window = Window_Item.new(8, 64, 528, 216) @item_window.help_window = @help_window end end et le PHS Voila et merci d'avance a ceux qui vont m'aider ^^ |
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