Jump to content
New account registrations are disabed. This website is now an archive. Read more here.
  • 0
Sign in to follow this  
rasra

someone can please help me with this script? :(

Question

this script is ring menu but in this script have qeust log too and i dont want him, because he get out of my game when i want to get in so i want that it dont be in the menu somebody can help me? :(

here the script:

 

 

 

#===================================================
# ■ 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_Menu
#--------------------------------------------------------------------------
# پ? ?I?u?W?F?N?gڈ?????
#     menu_index : ?R?}???h??Jپ[?\??ڈ?????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
  $ring_menu_text[1]="Items"         # Items Menu Text
  $ring_menu_text[2]="Skills"          # Skills Menu Text
  $ring_menu_text[3]="Equip"         # Equip Menu Text
  $ring_menu_text[4]="Stats"          # Stats Menu Text
  $ring_menu_text[5]="Save"          # Save Menu Text
  $ring_menu_text[6]="Quit"           # Quit Menu Text

  # ▼  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
#--------------------------------------------------------------------------
# پ? ?پ?C??ڈ?? 
#--------------------------------------------------------------------------
def main

 # Show Player Location Feature:
 if @show_location_window==true    
 @window_location = Window_Location.new
    @window_location.x = @window_position[0]
    @window_location.y = @window_position[1]
    @window_location.opacity = @window_opacity[0]
    @window_location.back_opacity = @window_opacity[1]
    end
 #End of Show Player Location

 # ?X?v???C?g?Z?b?g??چ? ?
 @spriteset = Spriteset_Map.new
 # ?R?}???h?E?B???h?E??چ? ?
 px = $game_player.screen_x - 15
 py = $game_player.screen_y - 24
 @command_window = Window_RingMenu.new(px,py)
 @command_window.index = @menu_index
 # ?pپ[?e?B l ??? 0  l??ڈ?چ?
 if $game_party.actors.size == 0
   # ?A?C?e??پA?X?L??پA????پA?X?eپ[?^?X????????
   @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
 # ?Zپ[?u??~??ڈ?چ?
 if $game_system.save_disabled
   # ?Zپ[?u???????????
   @command_window.disable_item(4)
 end
 # ?X?eپ[?^?X?E?B???h?E??چ? ?
 @status_window = Window_RingMenuStatus.new
 @status_window.x = @chara_select[0]
 @status_window.y = @chara_select[1]
 @status_window.z = 200
 @status_window.opacity=$chara_select[2]
 @status_window.back_opacity=$chara_select[3]
 @status_window.visible = false
 # ?g?????W?V??????چs
 Graphics.transition
 # ?پ?C????پ[?v
 loop do
   # ?Qپ[???????چX V
   Graphics.update
   # ????ڈ?????چX V
   Input.update
   # ?t??پ[??چX V
   update
   # ????? ???????????پ[?v?????f
   if $scene != self
     break
   end
 end
 # ?g?????W?V????ڈ???
 Graphics.freeze
 # ?X?v???C?g?Z?b?g??????
 @spriteset.dispose
 # ?E?B???h?E??????
 if @show_location_window==true
 @window_location.dispose
 end
 @command_window.dispose
 @status_window.dispose
end
#--------------------------------------------------------------------------
# پ? ?t??پ[??چX V
#--------------------------------------------------------------------------
def update
 # ?E?B???h?E??چX V
 if @show_location_window==true
 @window_location.update
 end
 @command_window.update
 @status_window.update
 # ?R?}???h?E?B???h?E???A?N?e?B?u??ڈ?چ?: update_command ?????
 if @command_window.active
   update_command
   return
 end
 # ?X?eپ[?^?X?E?B???h?E???A?N?e?B?u??ڈ?چ?: update_status ?????
 if @status_window.active
   update_status
   return
 end
end
#--------------------------------------------------------------------------
# پ? ?t??پ[??چX V (?R?}???h?E?B???h?E???A?N?e?B?u??ڈ?چ?)
#--------------------------------------------------------------------------
def update_command
 # B ?{?^??????????ڈ?چ?
 if Input.trigger?(Input::B)
   # ?L?????Z?? SE ?????t
   $game_system.se_play($data_system.cancel_se)
   # ?}?b?v????? ?????
   $scene = Scene_Map.new
   return
 end
 # C ?{?^??????????ڈ?چ?
 if Input.trigger?(Input::C)
   # ?pپ[?e?B l ??? 0  l??پA?Zپ[?uپA?Qپ[??ڈI????O??R?}???h??ڈ?چ?
   if $game_party.actors.size == 0 and @command_window.index < 4
     # ?u?Uپ[ SE ?????t
     $game_system.se_play($data_system.buzzer_se)
     return
   end
   # ?R?}???h?E?B???h?E??Jپ[?\????u?????
   case @command_window.index
   when 0  # ?A?C?e??
     # ????  SE ?????t
     $game_system.se_play($data_system.decision_se)
     # ?A?C?e??????? ?????
     $scene = Scene_Item.new
   when 1  # ?X?L??
     # ???? SE ?????t
     $game_system.se_play($data_system.decision_se)
     # ?X?eپ[?^?X?E?B???h?E???A?N?e?B?u?????
     @command_window.active = false
     @status_window.active = true
     @status_window.visible = true
     @status_window.index = 0
   when 2  # ????
     # ???? SE ?????t
     $game_system.se_play($data_system.decision_se)
     # ?X?eپ[?^?X?E?B???h?E???A?N?e?B?u?????
     @command_window.active = false
     @status_window.active = true
     @status_window.visible = true
     @status_window.index = 0
   when 3  # ?X?eپ[?^?X
     # ???? SE ?????t
     $game_system.se_play($data_system.decision_se)
     # ?X?eپ[?^?X?E?B???h?E???A?N?e?B?u?????
     @command_window.active = false
     @status_window.active = true
     @status_window.visible = true
     @status_window.index = 0
   when 4  # ?Zپ[?u
     # ?Zپ[?u??~??ڈ?چ?
     if $game_system.save_disabled
       # ?u?Uپ[ SE ?????t
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     # ???? SE ?????t
     $game_system.se_play($data_system.decision_se)
     # ?Zپ[?u????? ?????
     $scene = Scene_Save.new
   when 5  # ?Qپ[??ڈI??
     # ???? SE ?????t
     $game_system.se_play($data_system.decision_se)
     # ?Qپ[??ڈI??????? ?????
     $scene = Scene_End.new
   end
   return
 end
 # ?A?j?پپ[?V??????????Jپ[?\????ڈ?? ??چs?????
 return if @command_window.animation?
 # پ?orپ? ?{?^??????????ڈ?چ?
 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
 # پ?orپ? ?{?^??????????ڈ?چ?
 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
#--------------------------------------------------------------------------
# پ? ?t??پ[??چX V (?X?eپ[?^?X?E?B???h?E???A?N?e?B?u??ڈ?چ?)
#--------------------------------------------------------------------------
def update_status
 # B ?{?^??????????ڈ?چ?
 if Input.trigger?(Input::B)
   # ?L?????Z?? SE ?????t
   $game_system.se_play($data_system.cancel_se)
   # ?R?}???h?E?B???h?E???A?N?e?B?u?????
   @command_window.active = true
   @status_window.active = false
   @status_window.visible = false
   @status_window.index = -1
   return
 end
 # C ?{?^??????????ڈ?چ?
 if Input.trigger?(Input::C)
   # ?R?}???h?E?B???h?E??Jپ[?\????u?????
   case @command_window.index
   when 1  # ?X?L??
     # ????A?N?^پ[??چs?? ????? 2 ??ڈ???ڈ?چ?
     if $game_party.actors[@status_window.index].restriction >= 2
       # ?u?Uپ[ SE ?????t
       $game_system.se_play($data_system.buzzer_se)
       return
     end
     # ???? SE ?????t
     $game_system.se_play($data_system.decision_se)
     # ?X?L??????? ?????
     $scene = Scene_Skill.new(@status_window.index)
   when 2  # ????
     # ???? SE ?????t
     $game_system.se_play($data_system.decision_se)
     # ????????? ?????
     $scene = Scene_Equip.new(@status_window.index)
   when 3  # ?X?eپ[?^?X
     # ???? SE ?????t
     $game_system.se_play($data_system.decision_se)
     # ?X?eپ[?^?X????? ?????
     $scene = Scene_Status.new(@status_window.index)
   end
   return
 end
end
end

#===================================================
# ▲ CLASS Scene_Menu Ends
#===================================================


#===================================================
# ▼ CLASS Window_RingMenu  Begins
#===================================================
class Window_RingMenu < Window_Base
#--------------------------------------------------------------------------
# پ? ?N???X?? ?
#--------------------------------------------------------------------------
STARTUP_FRAMES = 20
MOVING_FRAMES = 5  
RING_R = 64        
ICON_ITEM   = RPG::Cache.icon("034-Item03")
ICON_SKILL  = RPG::Cache.icon("044-Skill01")
ICON_EQUIP  = RPG::Cache.icon("001-Weapon01")
ICON_STATUS = RPG::Cache.icon("050-Skill07")
ICON_SAVE   = RPG::Cache.icon("038-Item07")
ICON_EXIT   = RPG::Cache.icon("046-Skill03")
ICON_DISABLE= RPG::Cache.icon("")
SE_STARTUP = "056-Right02"
MODE_START = 1
MODE_WAIT  = 2
MODE_MOVER = 3
MODE_MOVEL = 4
#--------------------------------------------------------------------------
# پ? ?A?N?Z?T
#--------------------------------------------------------------------------
attr_accessor :index
#--------------------------------------------------------------------------
# پ? ?I?u?W?F?N?gڈ?????
#--------------------------------------------------------------------------
def initialize( center_x, center_y )
 super(0, 0, 640, 480)
 self.contents = Bitmap.new(width-32, height-32)
 self.contents.font.name = $ring_menu_text[0]
 self.contents.font.color = text_color($ring_menu_text[7])
 self.contents.font.size = $ring_menu_text[8]
 self.opacity = 0
 self.back_opacity = 0
 s1 = $ring_menu_text[1]
 s2 = $ring_menu_text[2]
 s3 = $ring_menu_text[3]
 s4 = $ring_menu_text[4]
 s5 = $ring_menu_text[5]
 s6 = $ring_menu_text[6]
 @commands = [ s1, s2, s3, s4, s5, s6 ]
 @item_max = 6
 @index = 0
 @items = [ ICON_ITEM, ICON_SKILL, ICON_EQUIP, ICON_STATUS, ICON_SAVE, ICON_EXIT ]
 @disabled = [ false, false, false, false, false, false ]
 @cx = center_x - 16
 @cy = center_y - 16
 setup_move_start
 refresh
end
#--------------------------------------------------------------------------
# پ? ?t??پ[??چX V
#--------------------------------------------------------------------------
def update
 super
 refresh
end
#--------------------------------------------------------------------------
# پ? ????چ?`??
#--------------------------------------------------------------------------
def refresh
 self.contents.clear
 # ?A?C?R?????`??
 case @mode
 when MODE_START
   refresh_start
 when MODE_WAIT
   refresh_wait
 when MODE_MOVER
   refresh_move(1)
 when MODE_MOVEL
   refresh_move(0)
 end
 # ?A?N?e?B?u??R?}???h???\??
 rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32)
 self.contents.draw_text(rect, @commands[@index],1)
end
#--------------------------------------------------------------------------
# پ? ????چ?`??(ڈ???????)
#--------------------------------------------------------------------------
def refresh_start
 d1 = 2.0 * Math::PI / @item_max
 d2 = 1.0 * Math::PI / STARTUP_FRAMES
 r = RING_R - 1.0 * RING_R * @steps / STARTUP_FRAMES
 for i in 0...@item_max
   j = i - @index
   d = d1 * j + d2 * @steps
   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 = MODE_WAIT
 end
end
#--------------------------------------------------------------------------
# پ? ????چ?`??(??@??)
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# پ? ????چ?`??(???]??)
#  mode : 0=?????v???? 1=???v????
#--------------------------------------------------------------------------
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 = MODE_WAIT
 end
end
#--------------------------------------------------------------------------
# پ? چ????`??
#     x :
#     y :
#     i : چ????چ?
#--------------------------------------------------------------------------
def draw_item(x, y, i)
 #p "x=" + x.to_s + " y=" + y.to_s + " i=" + @items[i].to_s
 rect = Rect.new(0, 0, @items[i].width, @items[i].height)
 if @index == i
   self.contents.blt( x, y, @items[i], rect )
   if @disabled[@index]
     self.contents.blt( x, y, ICON_DISABLE, rect )
   end
 else
   self.contents.blt( x, y, @items[i], rect, 128 )
   if @disabled[@index]
     self.contents.blt( x, y, ICON_DISABLE, rect, 128 )
   end
 end
end
#--------------------------------------------------------------------------
# پ? چ?????????????
#     index : چ????چ?
#--------------------------------------------------------------------------
def disable_item(index)
 @disabled[index] = true
end
#--------------------------------------------------------------------------
# پ? ڈ??????A?j?پپ[?V??????ڈ???
#--------------------------------------------------------------------------
def setup_move_start
 @mode = MODE_START
 @steps = STARTUP_FRAMES
 if  SE_STARTUP != nil and SE_STARTUP != ""
   Audio.se_play("Audio/SE/" + SE_STARTUP, 80, 100)
 end
end
#--------------------------------------------------------------------------
# پ? ???]?A?j?پپ[?V??????ڈ???
#--------------------------------------------------------------------------
def setup_move_move(mode)
 if mode == MODE_MOVER
   @index -= 1
   @index = @items.size - 1 if @index < 0
 elsif mode == MODE_MOVEL
   @index += 1
   @index = 0 if @index >= @items.size
 else
   return
 end
 @mode = mode
 @steps = MOVING_FRAMES
end
#--------------------------------------------------------------------------
# پ? ?A?j?پپ[?V?????????????
#--------------------------------------------------------------------------
def animation?
 return @mode != MODE_WAIT
end
end

#===================================================
# ▲ CLASS Window_RingMenu Ends
#===================================================


#===================================================
# ▼ CLASS Window_RingMenuStatus Begins
#===================================================

class Window_RingMenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# پ? ?I?u?W?F?N?gڈ?????
#--------------------------------------------------------------------------
def initialize
 super(204, 64, 232, 352)
 self.contents = Bitmap.new(width - 32, height - 32)
 self.contents.font.size = $chara_select[5]
 refresh
 self.active = false
 self.index = -1
end
#--------------------------------------------------------------------------
# پ? ???t???b?V??
#--------------------------------------------------------------------------
def refresh
 self.contents.clear
 self.windowskin = RPG::Cache.windowskin($chara_select[4])
 self.contents.font.name = $chara_select[0]
 self.contents.font.color = text_color($chara_select[1])
 @item_max = $game_party.actors.size
 for i in 0...$game_party.actors.size
   x = 80
   y = 80 * i
   actor = $game_party.actors[i]
   draw_actor_graphic(actor, x - 40, y + 80)
   draw_actor_name(actor, x, y + 24)
 end
end
#--------------------------------------------------------------------------
# پ? ?Jپ[?\??????`چX V
#--------------------------------------------------------------------------
def update_cursor_rect
 if @index < 0
   self.cursor_rect.empty
 else
   self.cursor_rect.set(0, @index * 80, self.width - 32, 80)
 end
end
end
#===================================================
# ▲ CLASS Window_RingMenuStatus Ends
#===================================================


#===================================================
# ▼ CLASS Game_Map Additional Code Begins
#===================================================
class Game_Map

#Dubealex Addition (from XRXS) to show Map Name on screen
def name
 $map_infos[@map_id]
end
end

#===================================================
# ▲ CLASS Game_Map Additional Code Ends
#===================================================


#===================================================
# ▼ CLASS Scene_Title Additional Code Begins
#===================================================
class Scene_Title

#Dubealex Addition (from XRXS) to show Map Name on screen
 $map_infos = load_data("Data/MapInfos.rxdata")
 for key in $map_infos.keys
   $map_infos[key] = $map_infos[key].name
 end
end

#===================================================
# ▲ CLASS Scene_Title Additional Code Ends
#===================================================


#===================================================
# ▼ CLASS Window_Location Begins
#===================================================

class Window_Location < Window_Base

def initialize
super(0, 0, $window_size[0], $window_size[1])
 self.contents = Bitmap.new(width - 32, height - 32)
 self.contents.font.name = $location_text[0]
 self.contents.font.size = $location_text[1]
refresh
end

def refresh
self.contents.clear
self.windowskin = RPG::Cache.windowskin($window_location_skin)
self.contents.font.color = text_color($location_text[2])
self.contents.draw_text(4, 0, 120, 32, $location_text[3])
self.contents.font.color = text_color($location_text[4])
self.contents.draw_text(4, 32, 120, 32, $game_map.name, 2)
end
end
#===================================================
# ▲ CLASS Window_Location Ends
#===================================================

#===================================================
# ▲ Ring Menu - Show Player Location R1 - Ends
#===================================================

 

Share this post


Link to post
Share on other sites

0 answers to this question

Recommended Posts

There have been no answers to this question yet

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...