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Ring Menu

un menu qui tourne autour du perso.

Script pour RPG Maker XP
Ecrit par Siegfried, MakirouAru & boushy (site de l'auteur)
Publié par Darkshinigami (lui envoyer un message privé)
Signaler un script cassé

❤ 0

Auteur : Siegfried, MakirouAru (modifications) & boushy (modifications)
Source (pour pointer l'auteur original) : https://save-point.org/thread-6329.html

Installation
A placer au-dessus de Main.

Version recommandée

Portion de code : Tout sélectionner

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#============================================================================== 
# ¡ Window_RingMenu 
#============================================================================== 
#============================================================================== 
# Edited by MakirouAru modifié par boushy 
#============================================================================== 
class Window_RingMenu < Window_Base 
 #-------------------------------------------------------------------------- 
 # › ƒNƒ‰ƒX’萔 
 #-------------------------------------------------------------------------- 
 STARTUP_FRAMES = 20 # ‰ŠúƒAƒjƒ[ƒVƒ‡ƒ“‚̃tƒŒ[ƒ€” 
 MOVING_FRAMES = 5   # ƒŠƒ“ƒO‚ð‰ñ‚µ‚½Žž‚̃tƒŒ[ƒ€” 
 RING_R = 64         # ƒŠƒ“ƒO‚Ì”¼Œa 
 ICON_ITEM   = RPG::Cache.icon("034-Item03") # uƒAƒCƒeƒ€vƒƒjƒ…[‚̃AƒCƒRƒ“ 
 ICON_SKILL  = RPG::Cache.icon("044-Skill01") # uƒXƒLƒ‹vƒƒjƒ…[‚̃AƒCƒRƒ“ 
 ICON_EQUIP  = RPG::Cache.icon("001-Weapon01") # u‘•”õvƒƒjƒ…[‚̃AƒCƒRƒ“ 
 ICON_STATUS = RPG::Cache.icon("050-Skill07") # uƒXƒe[ƒ^ƒXvƒƒjƒ…[‚̃AƒCƒRƒ“ 
 ICON_SAVE   = RPG::Cache.icon("038-Item07") # uƒZ[ƒuvƒƒjƒ…[‚̃AƒCƒRƒ“ 
 ICON_EXIT   = RPG::Cache.icon("046-Skill03") # uI—¹vƒƒjƒ…[‚̃AƒCƒRƒ“ 
 ICON_DISABLE= RPG::Cache.icon("") # Žg—p‹ÖŽ~€–Ú‚É•t‚­ƒAƒCƒRƒ“ 
 SE_STARTUP = "056-Right02" # ƒƒjƒ…[‚ðŠJ‚¢‚½‚Æ‚«‚ɖ‚炷SE 
 MODE_START = 1 # ƒXƒ^[ƒgƒAƒbƒvƒAƒjƒ[ƒVƒ‡ƒ“ 
 MODE_WAIT  = 2 # ‘Ò‹@ 
 MODE_MOVER = 3 # ŽžŒv‰ñ‚è‰ñ“]ƒAƒjƒ[ƒVƒ‡ƒ“ 
 MODE_MOVEL = 4 # ”½ŽžŒv‰ñ‚è‰ñ“]ƒAƒjƒ[ƒVƒ‡ƒ“ 
 #-------------------------------------------------------------------------- 
 # › ƒAƒNƒZƒT 
 #-------------------------------------------------------------------------- 
 attr_accessor :index 
 #-------------------------------------------------------------------------- 
 # œ ƒIƒuƒWƒFƒNƒg‰Šú‰» 
 #-------------------------------------------------------------------------- 
 def initialize( center_x, center_y ) 
   super(0, 0, 640, 480) 
   self.contents = Bitmap.new(width-32, height-32) 
   self.contents.font.name = "Arial" 
   self.opacity = 0 
   self.back_opacity = 0 
   s1 = "Objet" 
   s2 = "Compétence" 
   s3 = "Equiper" 
   s4 = "Etat" 
   s5 = "Sauvegarder" 
   s6 = "Quitter" 
   @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 
 #-------------------------------------------------------------------------- 
 # œ ƒtƒŒ[ƒ€XV 
 #-------------------------------------------------------------------------- 
 def update 
   super 
   refresh 
 end 
 #-------------------------------------------------------------------------- 
 # œ ‰æ–ʍĕ`‰æ 
 #-------------------------------------------------------------------------- 
 def refresh 
   self.contents.clear 
   # ƒAƒCƒRƒ“‚ð•`‰æ 
   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 
   # ƒAƒNƒeƒBƒu‚ȃRƒ}ƒ“ƒh–¼•\Ž¦ 
   rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32) 
   self.contents.draw_text(rect, @commands[@index],1) 
 end 
 #-------------------------------------------------------------------------- 
 # › ‰æ–ʍĕ`‰æ(‰Šú‰»Žž) 
 #-------------------------------------------------------------------------- 
 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 
 #-------------------------------------------------------------------------- 
 # › ‰æ–ʍĕ`‰æ(‘Ò‹@Žž) 
 #-------------------------------------------------------------------------- 
 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 
 #-------------------------------------------------------------------------- 
 # › ‰æ–ʍĕ`‰æ(‰ñ“]Žž) 
 #  mode : 0=”½ŽžŒv‰ñ‚è 1=ŽžŒv‰ñ‚è 
 #-------------------------------------------------------------------------- 
 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 
 #-------------------------------------------------------------------------- 
 # œ €–Ú‚Ì•`‰æ 
 #     x : 
 #     y : 
 #     i : €–ڔԍ† 
 #-------------------------------------------------------------------------- 
 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 
 #-------------------------------------------------------------------------- 
 # œ €–ڂ𖳌ø‚É‚·‚é 
 #     index : €–ڔԍ† 
 #-------------------------------------------------------------------------- 
 def disable_item(index) 
   @disabled[index] = true 
 end 
 #-------------------------------------------------------------------------- 
 # › ‰Šú‰»ƒAƒjƒ[ƒVƒ‡ƒ“‚̏€”õ 
 #-------------------------------------------------------------------------- 
 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 
 #-------------------------------------------------------------------------- 
 # › ‰ñ“]ƒAƒjƒ[ƒVƒ‡ƒ“‚̏€”õ 
 #-------------------------------------------------------------------------- 
 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 
 #-------------------------------------------------------------------------- 
 # › ƒAƒjƒ[ƒVƒ‡ƒ“’†‚©‚Ç‚¤‚© 
 #-------------------------------------------------------------------------- 
 def animation? 
   return @mode != MODE_WAIT 
 end 
end 
#============================================================================== 
# ¡ Window_MenuStatus 
#------------------------------------------------------------------------------ 
# @ƒƒjƒ…[‰æ–ʂŃp[ƒeƒBƒƒ“ƒo[‚̃Xƒe[ƒ^ƒX‚ð•\Ž¦‚·‚éƒEƒBƒ“ƒhƒE‚Å‚·B 
#============================================================================== 
 
class Window_RingMenuStatus < Window_Base 
#-------------------------------------------------------------------------- 
 # › ƒNƒ‰ƒX’萔 
 #-------------------------------------------------------------------------- 
 STARTUP_FRAMES = 20 # ‰ŠúƒAƒjƒ[ƒVƒ‡ƒ“‚̃tƒŒ[ƒ€” 
 MOVING_FRAMES = 5   # ƒŠƒ“ƒO‚ð‰ñ‚µ‚½Žž‚̃tƒŒ[ƒ€” 
 RING_R = 64         # ƒŠƒ“ƒO‚Ì”¼Œa 
ICON_SKILL  = RPG::Cache.icon("044-Skill01") # uƒXƒLƒ‹vƒƒjƒ…[‚̃AƒCƒRƒ“ 
 ICON_EQUIP  = RPG::Cache.icon("001-Weapon01") # u‘•”õvƒƒjƒ…[‚̃AƒCƒRƒ“ 
 ICON_STATUS = RPG::Cache.icon("050-Skill07") # uƒXƒe[ƒ^ƒXvƒƒjƒ…[‚̃AƒCƒRƒ“ 
 ICON_SAVE   = RPG::Cache.icon("038-Item07") # uƒZ[ƒuvƒƒjƒ…[‚̃AƒCƒRƒ“ 
 ICON_EXIT   = RPG::Cache.icon("046-Skill03") # uI—¹vƒƒjƒ…[‚̃AƒCƒRƒ“ 
 ICON_DISABLE= RPG::Cache.icon("") # Žg—p‹ÖŽ~€–Ú‚É•t‚­ƒAƒCƒRƒ“ 
 SE_STARTUP = "056-Right02" # ƒƒjƒ…[‚ðŠJ‚¢‚½‚Æ‚«‚ɖ‚炷SE 
 MODE_START = 1 # ƒXƒ^[ƒgƒAƒbƒvƒAƒjƒ[ƒVƒ‡ƒ“ 
 MODE_WAIT  = 2 # ‘Ò‹@ 
 MODE_MOVER = 3 # ŽžŒv‰ñ‚è‰ñ“]ƒAƒjƒ[ƒVƒ‡ƒ“ 
 MODE_MOVEL = 4 # ”½ŽžŒv‰ñ‚è‰ñ“]ƒAƒjƒ[ƒVƒ‡ƒ“ 
 #-------------------------------------------------------------------------- 
 # › ƒAƒNƒZƒT 
 #-------------------------------------------------------------------------- 
 attr_accessor :index 
 #-------------------------------------------------------------------------- 
 # œ ƒIƒuƒWƒFƒNƒg‰Šú‰» 
 #-------------------------------------------------------------------------- 
 def initialize( center_x, center_y ) 
    
   actor=$game_party.actors[0] 
   if actor !=nil 
   bitmap = RPG::Cache.character(actor.character_name, actor.character_hue) 
   end 
   actor1=$game_party.actors[1] 
    if actor1 !=nil 
   bitmap1 = RPG::Cache.character(actor1.character_name, actor.character_hue) 
  end 
   actor2=$game_party.actors[2] 
    if actor2 !=nil 
   bitmap2 = RPG::Cache.character(actor2.character_name, actor.character_hue) 
   end 
   actor3=$game_party.actors[3] 
   if actor3 !=nil 
   bitmap3 = RPG::Cache.character(actor3.character_name, actor.character_hue) 
   end 
   super(0, 0, 640, 480) 
   self.contents = Bitmap.new(width-32, height-32) 
   self.contents.font.name = "Arial" 
   self.opacity = 0 
   self.back_opacity = 0 
   if $game_party.actors.size==4 
    
   s1 = actor.name 
   s2 = actor1.name 
   s3 = actor2.name 
   s4 = actor3.name 
   @commands = [ s1, s2, s3, s4] 
 else 
   if $game_party.actors.size==3 
    
   s1 = actor.name 
   s2 = actor1.name 
   s3 = actor2.name 
    
   @commands = [ s1, s2, s3] 
 else 
   if $game_party.actors.size==2 
    
   s1 = actor.name 
   s2 = actor1.name 
  
   @commands = [ s1, s2] 
 else 
   if $game_party.actors.size==1 
    
   s1 = actor.name 
    
   @commands = [ s1] 
 else 
   if $game_party.actors.size==0 
    
    
   @commands = [ ] 
 end 
end 
end 
end 
  end 
   @item_max = 4 
 
   if actor3 ==nil 
   @item_max = 3 
  end 
   if actor2 ==nil and actor3 ==nil 
     @item_max = 2 
   end 
     if actor1 ==nil and actor2 ==nil and actor3 ==nil 
       @item_max = 1 
    end 
       if actor ==nil and actor1 ==nil and actor2 ==nil and actor3 ==nil 
         @item_max = 0 
       end 
                  
     @index = 0 
   if $game_party.actors.size==4 
   @items = [ bitmap,bitmap1,bitmap2,bitmap3] 
 end 
 if $game_party.actors.size==3 
   @items = [ bitmap, bitmap1, bitmap2] 
 end 
 if $game_party.actors.size==2 
   @items = [ bitmap, bitmap1] 
 end 
 if $game_party.actors.size==1 
   @items = [ bitmap] 
 end 
 if $game_party.actors.size==0 
   @items = [ ] 
   end 
  
   @disabled = [ false, false, false, false, false, false ] 
   @cx = center_x - 16 
   @cy = center_y - 16 
   setup_move_start 
   refresh 
 end 
 #-------------------------------------------------------------------------- 
 # œ ƒtƒŒ[ƒ€XV actor = $game_party.actors[i] 
      #draw_actor_graphic(actor, x - 40, y + 80) 
 #-------------------------------------------------------------------------- 
 def update 
   super 
   refresh 
 end 
 #-------------------------------------------------------------------------- 
 # œ ‰æ–ʍĕ`‰æ 
 #-------------------------------------------------------------------------- 
 def refresh 
   self.contents.clear 
   # ƒAƒCƒRƒ“‚ð•`‰æ 
   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 
   # ƒAƒNƒeƒBƒu‚ȃRƒ}ƒ“ƒh–¼•\Ž¦ 
   rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32) 
   self.contents.draw_text(rect, @commands[@index],1) 
 end 
 #-------------------------------------------------------------------------- 
 # › ‰æ–ʍĕ`‰æ(‰Šú‰»Žž) 
 #-------------------------------------------------------------------------- 
 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 
 #-------------------------------------------------------------------------- 
 # › ‰æ–ʍĕ`‰æ(‘Ò‹@Žž) 
 #-------------------------------------------------------------------------- 
 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 
 #-------------------------------------------------------------------------- 
 # › ‰æ–ʍĕ`‰æ(‰ñ“]Žž) 
 #  mode : 0=”½ŽžŒv‰ñ‚è 1=ŽžŒv‰ñ‚è 
 #-------------------------------------------------------------------------- 
 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 
 #-------------------------------------------------------------------------- 
 # œ €–Ú‚Ì•`‰æ 
 #     x : 
 #     y : 
 #     i : €–ڔԍ† 
 #-------------------------------------------------------------------------- 
 def draw_item(x, y, i) 
   #p "x=" + x.to_s + " y=" + y.to_s + " i=" + @items[i].to_s 
   cw = @items[i].width / 4 
    ch = @items[i].height / 9#4 pour taille normal 
    
    
   rect = Rect.new(0, 0, cw, ch) 
   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 
 #-------------------------------------------------------------------------- 
 # œ €–ڂ𖳌ø‚É‚·‚é 
 #     index : €–ڔԍ† 
 #-------------------------------------------------------------------------- 
 def disable_item(index) 
   @disabled[index] = true 
 end 
 #-------------------------------------------------------------------------- 
 # › ‰Šú‰»ƒAƒjƒ[ƒVƒ‡ƒ“‚̏€”õ 
 #-------------------------------------------------------------------------- 
 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 
 #-------------------------------------------------------------------------- 
 # › ‰ñ“]ƒAƒjƒ[ƒVƒ‡ƒ“‚̏€”õ 
 #-------------------------------------------------------------------------- 
 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 
 #-------------------------------------------------------------------------- 
 # › ƒAƒjƒ[ƒVƒ‡ƒ“’†‚©‚Ç‚¤‚© 
 #-------------------------------------------------------------------------- 
 def animation2? 
   return @mode != MODE_WAIT 
 end 
end 
#============================================================================== 
# #¡ Scene_RingMenu 
# ¡ Scene_Menu 
#------------------------------------------------------------------------------ 
# @ƒƒjƒ…[‰æ–ʂ̏ˆ—‚ðs‚¤ƒNƒ‰ƒX‚Å‚·B 
#============================================================================== 
 
#class Scene_RingMenu 
class Scene_Menu 
 #-------------------------------------------------------------------------- 
 # œ ƒIƒuƒWƒFƒNƒg‰Šú‰» 
 #     menu_index : ƒRƒ}ƒ“ƒh‚̃J[ƒ\ƒ‹‰ŠúˆÊ’u 
 #-------------------------------------------------------------------------- 
 def initialize(menu_index = 0) 
   @menu_index = menu_index 
 end 
 #-------------------------------------------------------------------------- 
 # œ ƒƒCƒ“ˆ— 
 #-------------------------------------------------------------------------- 
 def main 
   # 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¬ 
    px2 = $game_player.screen_x - 15 
   py2 = $game_player.screen_y - 24 
   @status_window = Window_RingMenuStatus.new(px2,py2) 
    
   @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 
   @command_window.dispose 
   @status_window.dispose 
 end 
 #-------------------------------------------------------------------------- 
 # œ ƒtƒŒ[ƒ€XV 
 #-------------------------------------------------------------------------- 
 def update 
   # ƒEƒBƒ“ƒhƒE‚ðXV 
   @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‚̏ꍇ 
     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  # ƒAƒCƒeƒ€ 
       # Œˆ’è  SE ‚ð‰‰‘t 
       $game_system.se_play($data_system.decision_se) 
       # ƒAƒCƒeƒ€‰æ–ʂɐ؂è‘Ö‚¦ 
       $scene = Scene_Item.new 
     when 1  # ƒXƒLƒ‹ 
       # Œˆ’è SE ‚ð‰‰‘t 
       $game_system.se_play($data_system.decision_se) 
       # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é 
       @command_window.active = false 
       @status_window.active = true 
       @status_window.visible = true 
       @status_window.index = 0 
     when 2  # ‘•”õ 
       # Œˆ’è SE ‚ð‰‰‘t 
       $game_system.se_play($data_system.decision_se) 
       # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é 
       @command_window.active = false 
       @status_window.active = true 
       @status_window.visible = true 
       @status_window.index = 0 
     when 3  # ƒXƒe[ƒ^ƒX 
       # Œˆ’è SE ‚ð‰‰‘t 
       $game_system.se_play($data_system.decision_se) 
       # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é 
       @command_window.active = false 
       @status_window.active = true 
       @status_window.visible = true 
       @status_window.index = 0 
     when 4  # ƒZ[ƒu 
       # ƒZ[ƒu‹ÖŽ~‚̏ꍇ 
       if $game_system.save_disabled 
         # 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) 
       # ƒZ[ƒu‰æ–ʂɐ؂è‘Ö‚¦ 
       $scene = Scene_Save.new 
     when 5  # ƒQ[ƒ€I—¹ 
       # Œˆ’è SE ‚ð‰‰‘t 
       $game_system.se_play($data_system.decision_se) 
       # ƒQ[ƒ€I—¹‰æ–ʂɐ؂è‘Ö‚¦ 
       $scene = Scene_End.new 
     end 
     return 
   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_status2 
   # 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 
     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 
 def update_status 
   @command_window.visible=false 
   # 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_Menu.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‚̏ꍇ 
     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  # ƒAƒCƒeƒ€ 
       # Œˆ’è  SE ‚ð‰‰‘t 
       $game_system.se_play($data_system.decision_se) 
       # ƒAƒCƒeƒ€‰æ–ʂɐ؂è‘Ö‚¦ 
       $scene = Scene_Item.new 
     when 1  # ƒXƒLƒ‹ 
       # Œˆ’è SE ‚ð‰‰‘t 
       $game_system.se_play($data_system.decision_se) 
       # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é 
        
       $scene = Scene_Skill.new(@status_window.index) 
     when 2  # ‘•”õ 
       # Œˆ’è SE ‚ð‰‰‘t 
       $game_system.se_play($data_system.decision_se) 
       # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é 
       $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^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é 
       $scene = Scene_Status.new(@status_window.index) 
     when 4  # ƒZ[ƒu 
       # ƒZ[ƒu‹ÖŽ~‚̏ꍇ 
       if $game_system.save_disabled 
         # 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) 
       # ƒZ[ƒu‰æ–ʂɐ؂è‘Ö‚¦ 
       $scene = Scene_Save.new 
     when 5  # ƒQ[ƒ€I—¹ 
       # Œˆ’è SE ‚ð‰‰‘t 
       $game_system.se_play($data_system.decision_se) 
       # ƒQ[ƒ€I—¹‰æ–ʂɐ؂è‘Ö‚¦ 
       $scene = Scene_End.new 
     end 
     return 
   end 
   # ƒAƒjƒ[ƒVƒ‡ƒ“’†‚È‚çƒJ[ƒ\ƒ‹‚̏ˆ—‚ðs‚í‚È‚¢ 
   return if @status_window.animation2? 
   # 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) 
     @status_window.setup_move_move(Window_RingMenuStatus::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) 
     @status_window.setup_move_move(Window_RingMenuStatus::MODE_MOVER) 
     return 
   end 
 end 
  
 end



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[spoiler]

Portion de code : Tout sélectionner

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#==============================================================================
# ¡ Window_RingMenu
#==============================================================================
#==============================================================================
# Edited by MakirouAru
#==============================================================================
class Window_RingMenu < Window_Base
#--------------------------------------------------------------------------
# › ƒNƒ‰ƒX’萔
#--------------------------------------------------------------------------
STARTUP_FRAMES = 20 # ‰ŠúƒAƒjƒ[ƒVƒ‡ƒ“‚̃tƒŒ[ƒ€”
MOVING_FRAMES = 5 # ƒŠƒ“ƒO‚ð‰ñ‚µ‚½Žž‚̃tƒŒ[ƒ€”
RING_R = 64 # ƒŠƒ“ƒO‚Ì”¼Œa
ICON_ITEM = RPG::Cache.icon("034-Item03") # uƒAƒCƒeƒ€vƒƒjƒ…[‚̃AƒCƒRƒ“
ICON_SKILL = RPG::Cache.icon("044-Skill01") # uƒXƒLƒ‹vƒƒjƒ…[‚̃AƒCƒRƒ“
ICON_EQUIP = RPG::Cache.icon("001-Weapon01") # u‘•”õvƒƒjƒ…[‚̃AƒCƒRƒ“
ICON_STATUS = RPG::Cache.icon("050-Skill07") # uƒXƒe[ƒ^ƒXvƒƒjƒ…[‚̃AƒCƒRƒ“
ICON_SAVE = RPG::Cache.icon("038-Item07") # uƒZ[ƒuvƒƒjƒ…[‚̃AƒCƒRƒ“
ICON_EXIT = RPG::Cache.icon("046-Skill03") # uI—¹vƒƒjƒ…[‚̃AƒCƒRƒ“
ICON_DISABLE= RPG::Cache.icon("") # Žg—p‹ÖŽ~€–Ú‚É•t‚­ƒAƒCƒRƒ“
SE_STARTUP = "056-Right02" # ƒƒjƒ…[‚ðŠJ‚¢‚½‚Æ‚«‚ɖ‚炷SE
MODE_START = 1 # ƒXƒ^[ƒgƒAƒbƒvƒAƒjƒ[ƒVƒ‡ƒ“
MODE_WAIT = 2 # ‘Ò‹@
MODE_MOVER = 3 # ŽžŒv‰ñ‚è‰ñ“]ƒAƒjƒ[ƒVƒ‡ƒ“
MODE_MOVEL = 4 # ”½ŽžŒv‰ñ‚è‰ñ“]ƒAƒjƒ[ƒVƒ‡ƒ“
#--------------------------------------------------------------------------
# › ƒAƒNƒZƒT
#--------------------------------------------------------------------------
attr_accessor :index
#--------------------------------------------------------------------------
# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
#--------------------------------------------------------------------------
def initialize( center_x, center_y )
super(0, 0, 640, 480)
self.contents = Bitmap.new(width-32, height-32)
self.contents.font.name = "Arial"
self.opacity = 0
self.back_opacity = 0
s1 = "Objets"
s2 = "Compétences"
s3 = "Equipement"
s4 = "Etats"
s5 = "Sauvegarder"
s6 = "Quitter"
@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
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV
#--------------------------------------------------------------------------
def update
super
refresh
end
#--------------------------------------------------------------------------
# œ ‰æ–ʍĕ`‰æ
#--------------------------------------------------------------------------
def refresh
self.contents.clear
# ƒAƒCƒRƒ“‚ð•`‰æ
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
# ƒAƒNƒeƒBƒu‚ȃRƒ}ƒ“ƒh–¼•\Ž¦
rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32)
self.contents.draw_text(rect, @commands[@index],1)
end
#--------------------------------------------------------------------------
# › ‰æ–ʍĕ`‰æ(‰Šú‰»Žž)
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# › ‰æ–ʍĕ`‰æ(‘Ò‹@Žž)
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# › ‰æ–ʍĕ`‰æ(‰ñ“]Žž)
# mode : 0=”½ŽžŒv‰ñ‚è 1=ŽžŒv‰ñ‚è
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# œ €–Ú‚Ì•`‰æ
# x : 
# y : 
# i : €–ڔԍ†
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# œ €–ڂ𖳌ø‚É‚·‚é
# index : €–ڔԍ†
#--------------------------------------------------------------------------
def disable_item(index)
@disabled[index] = true
end
#--------------------------------------------------------------------------
# › ‰Šú‰»ƒAƒjƒ[ƒVƒ‡ƒ“‚̏€”õ
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# › ‰ñ“]ƒAƒjƒ[ƒVƒ‡ƒ“‚̏€”õ
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
# › ƒAƒjƒ[ƒVƒ‡ƒ“’†‚©‚Ç‚¤‚©
#--------------------------------------------------------------------------
def animation?
return @mode != MODE_WAIT
end
end
#==============================================================================
# ¡ Window_MenuStatus
#------------------------------------------------------------------------------
# @ƒƒjƒ…[‰æ–ʂŃp[ƒeƒBƒƒ“ƒo[‚̃Xƒe[ƒ^ƒX‚ð•\Ž¦‚·‚éƒEƒBƒ“ƒhƒE‚Å‚·B
#==============================================================================
 
class Window_RingMenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
#--------------------------------------------------------------------------
def initialize
super(204, 64, 232, 352)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# œ ƒŠƒtƒŒƒbƒVƒ…
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.name = "Arial"
@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
#--------------------------------------------------------------------------
# œ ƒJ[ƒ\ƒ‹‚Ì‹éŒ`X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
#==============================================================================
# #¡ Scene_RingMenu
# ¡ Scene_Menu
#------------------------------------------------------------------------------
# @ƒƒjƒ…[‰æ–ʂ̏ˆ—‚ðs‚¤ƒNƒ‰ƒX‚Å‚·B
#==============================================================================
 
#class Scene_RingMenu
class Scene_Menu
#--------------------------------------------------------------------------
# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
# menu_index : ƒRƒ}ƒ“ƒh‚̃J[ƒ\ƒ‹‰ŠúˆÊ’u
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# œ ƒƒCƒ“ˆ—
#--------------------------------------------------------------------------
def main
# 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 = 160
@status_window.y = 0
@status_window.z = 200
@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
@command_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV
#--------------------------------------------------------------------------
def update
# ƒEƒBƒ“ƒhƒE‚ðXV
@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‚̏ꍇ
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 # ƒAƒCƒeƒ€
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒAƒCƒeƒ€‰æ–ʂɐ؂è‘Ö‚¦
$scene = Scene_Item.new
when 1 # ƒXƒLƒ‹
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 2 # ‘•”õ
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 3 # ƒXƒe[ƒ^ƒX
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 4 # ƒZ[ƒu
# ƒZ[ƒu‹ÖŽ~‚̏ꍇ
if $game_system.save_disabled
# 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)
# ƒZ[ƒu‰æ–ʂɐ؂è‘Ö‚¦
$scene = Scene_Save.new
when 5 # ƒQ[ƒ€I—¹
# Œˆ’è SE ‚ð‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒQ[ƒ€I—¹‰æ–ʂɐ؂è‘Ö‚¦
$scene = Scene_End.new
end
return
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
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

¦/spoiler]


Mis à jour le 21 novembre 2020






Vald - posté le 24/07/2008 à 16:57:03 (6 messages postés)

❤ 0

Mes Chuck Norris facts preferer :)

Essayez ça moi ça marche

Portion de code : Tout sélectionner

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#============================================================================== 
# ¡ Window_RingMenu 
#============================================================================== 
#============================================================================== 
# Edited by MakirouAru mofifier par boushy 
#============================================================================== 
class Window_RingMenu < Window_Base 
 #-------------------------------------------------------------------------- 
 # › ƒNƒ‰ƒX’萔 
 #-------------------------------------------------------------------------- 
 STARTUP_FRAMES = 20 # ‰ŠúƒAƒjƒ[ƒVƒ‡ƒ“‚̃tƒŒ[ƒ€” 
 MOVING_FRAMES = 5   # ƒŠƒ“ƒO‚ð‰ñ‚µ‚½Žž‚̃tƒŒ[ƒ€” 
 RING_R = 64         # ƒŠƒ“ƒO‚Ì”¼Œa 
 ICON_ITEM   = RPG::Cache.icon("034-Item03") # uƒAƒCƒeƒ€vƒƒjƒ…[‚̃AƒCƒRƒ“ 
 ICON_SKILL  = RPG::Cache.icon("044-Skill01") # uƒXƒLƒ‹vƒƒjƒ…[‚̃AƒCƒRƒ“ 
 ICON_EQUIP  = RPG::Cache.icon("001-Weapon01") # u‘•”õvƒƒjƒ…[‚̃AƒCƒRƒ“ 
 ICON_STATUS = RPG::Cache.icon("050-Skill07") # uƒXƒe[ƒ^ƒXvƒƒjƒ…[‚̃AƒCƒRƒ“ 
 ICON_SAVE   = RPG::Cache.icon("038-Item07") # uƒZ[ƒuvƒƒjƒ…[‚̃AƒCƒRƒ“ 
 ICON_EXIT   = RPG::Cache.icon("046-Skill03") # uI—¹vƒƒjƒ…[‚̃AƒCƒRƒ“ 
 ICON_DISABLE= RPG::Cache.icon("") # Žg—p‹ÖŽ~€–Ú‚É•t‚­ƒAƒCƒRƒ“ 
 SE_STARTUP = "056-Right02" # ƒƒjƒ…[‚ðŠJ‚¢‚½‚Æ‚«‚ɖ‚炷SE 
 MODE_START = 1 # ƒXƒ^[ƒgƒAƒbƒvƒAƒjƒ[ƒVƒ‡ƒ“ 
 MODE_WAIT  = 2 # ‘Ò‹@ 
 MODE_MOVER = 3 # ŽžŒv‰ñ‚è‰ñ“]ƒAƒjƒ[ƒVƒ‡ƒ“ 
 MODE_MOVEL = 4 # ”½ŽžŒv‰ñ‚è‰ñ“]ƒAƒjƒ[ƒVƒ‡ƒ“ 
 #-------------------------------------------------------------------------- 
 # › ƒAƒNƒZƒT 
 #-------------------------------------------------------------------------- 
 attr_accessor :index 
 #-------------------------------------------------------------------------- 
 # œ ƒIƒuƒWƒFƒNƒg‰Šú‰» 
 #-------------------------------------------------------------------------- 
 def initialize( center_x, center_y ) 
   super(0, 0, 640, 480) 
   self.contents = Bitmap.new(width-32, height-32) 
   self.contents.font.name = "Arial" 
   self.opacity = 0 
   self.back_opacity = 0 
   s1 = "Objet" 
   s2 = "Compétence" 
   s3 = "Equiper" 
   s4 = "Etat" 
   s5 = "Sauvegarder" 
   s6 = "Quitter" 
   @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 
 #-------------------------------------------------------------------------- 
 # œ ƒtƒŒ[ƒ€XV 
 #-------------------------------------------------------------------------- 
 def update 
   super 
   refresh 
 end 
 #-------------------------------------------------------------------------- 
 # œ ‰æ–ʍĕ`‰æ 
 #-------------------------------------------------------------------------- 
 def refresh 
   self.contents.clear 
   # ƒAƒCƒRƒ“‚ð•`‰æ 
   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 
   # ƒAƒNƒeƒBƒu‚ȃRƒ}ƒ“ƒh–¼•\Ž¦ 
   rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32) 
   self.contents.draw_text(rect, @commands[@index],1) 
 end 
 #-------------------------------------------------------------------------- 
 # › ‰æ–ʍĕ`‰æ(‰Šú‰»Žž) 
 #-------------------------------------------------------------------------- 
 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 
 #-------------------------------------------------------------------------- 
 # › ‰æ–ʍĕ`‰æ(‘Ò‹@Žž) 
 #-------------------------------------------------------------------------- 
 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 
 #-------------------------------------------------------------------------- 
 # › ‰æ–ʍĕ`‰æ(‰ñ“]Žž) 
 #  mode : 0=”½ŽžŒv‰ñ‚è 1=ŽžŒv‰ñ‚è 
 #-------------------------------------------------------------------------- 
 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 
 #-------------------------------------------------------------------------- 
 # œ €–Ú‚Ì•`‰æ 
 #     x : 
 #     y : 
 #     i : €–ڔԍ† 
 #-------------------------------------------------------------------------- 
 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 
 #-------------------------------------------------------------------------- 
 # œ €–ڂ𖳌ø‚É‚·‚é 
 #     index : €–ڔԍ† 
 #-------------------------------------------------------------------------- 
 def disable_item(index) 
   @disabled[index] = true 
 end 
 #-------------------------------------------------------------------------- 
 # › ‰Šú‰»ƒAƒjƒ[ƒVƒ‡ƒ“‚̏€”õ 
 #-------------------------------------------------------------------------- 
 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 
 #-------------------------------------------------------------------------- 
 # › ‰ñ“]ƒAƒjƒ[ƒVƒ‡ƒ“‚̏€”õ 
 #-------------------------------------------------------------------------- 
 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 
 #-------------------------------------------------------------------------- 
 # › ƒAƒjƒ[ƒVƒ‡ƒ“’†‚©‚Ç‚¤‚© 
 #-------------------------------------------------------------------------- 
 def animation? 
   return @mode != MODE_WAIT 
 end 
end 
#============================================================================== 
# ¡ Window_MenuStatus 
#------------------------------------------------------------------------------ 
# @ƒƒjƒ…[‰æ–ʂŃp[ƒeƒBƒƒ“ƒo[‚̃Xƒe[ƒ^ƒX‚ð•\Ž¦‚·‚éƒEƒBƒ“ƒhƒE‚Å‚·B 
#============================================================================== 
 
class Window_RingMenuStatus < Window_Base 
#-------------------------------------------------------------------------- 
 # › ƒNƒ‰ƒX’萔 
 #-------------------------------------------------------------------------- 
 STARTUP_FRAMES = 20 # ‰ŠúƒAƒjƒ[ƒVƒ‡ƒ“‚̃tƒŒ[ƒ€” 
 MOVING_FRAMES = 5   # ƒŠƒ“ƒO‚ð‰ñ‚µ‚½Žž‚̃tƒŒ[ƒ€” 
 RING_R = 64         # ƒŠƒ“ƒO‚Ì”¼Œa 
ICON_SKILL  = RPG::Cache.icon("044-Skill01") # uƒXƒLƒ‹vƒƒjƒ…[‚̃AƒCƒRƒ“ 
 ICON_EQUIP  = RPG::Cache.icon("001-Weapon01") # u‘•”õvƒƒjƒ…[‚̃AƒCƒRƒ“ 
 ICON_STATUS = RPG::Cache.icon("050-Skill07") # uƒXƒe[ƒ^ƒXvƒƒjƒ…[‚̃AƒCƒRƒ“ 
 ICON_SAVE   = RPG::Cache.icon("038-Item07") # uƒZ[ƒuvƒƒjƒ…[‚̃AƒCƒRƒ“ 
 ICON_EXIT   = RPG::Cache.icon("046-Skill03") # uI—¹vƒƒjƒ…[‚̃AƒCƒRƒ“ 
 ICON_DISABLE= RPG::Cache.icon("") # Žg—p‹ÖŽ~€–Ú‚É•t‚­ƒAƒCƒRƒ“ 
 SE_STARTUP = "056-Right02" # ƒƒjƒ…[‚ðŠJ‚¢‚½‚Æ‚«‚ɖ‚炷SE 
 MODE_START = 1 # ƒXƒ^[ƒgƒAƒbƒvƒAƒjƒ[ƒVƒ‡ƒ“ 
 MODE_WAIT  = 2 # ‘Ò‹@ 
 MODE_MOVER = 3 # ŽžŒv‰ñ‚è‰ñ“]ƒAƒjƒ[ƒVƒ‡ƒ“ 
 MODE_MOVEL = 4 # ”½ŽžŒv‰ñ‚è‰ñ“]ƒAƒjƒ[ƒVƒ‡ƒ“ 
 #-------------------------------------------------------------------------- 
 # › ƒAƒNƒZƒT 
 #-------------------------------------------------------------------------- 
 attr_accessor :index 
 #-------------------------------------------------------------------------- 
 # œ ƒIƒuƒWƒFƒNƒg‰Šú‰» 
 #-------------------------------------------------------------------------- 
 def initialize( center_x, center_y ) 
    
   actor=$game_party.actors[0] 
   if actor !=nil 
   bitmap = RPG::Cache.character(actor.character_name, actor.character_hue) 
   end 
   actor1=$game_party.actors[1] 
    if actor1 !=nil 
   bitmap1 = RPG::Cache.character(actor1.character_name, actor.character_hue) 
  end 
   actor2=$game_party.actors[2] 
    if actor2 !=nil 
   bitmap2 = RPG::Cache.character(actor2.character_name, actor.character_hue) 
   end 
   actor3=$game_party.actors[3] 
   if actor3 !=nil 
   bitmap3 = RPG::Cache.character(actor3.character_name, actor.character_hue) 
   end 
   super(0, 0, 640, 480) 
   self.contents = Bitmap.new(width-32, height-32) 
   self.contents.font.name = "Arial" 
   self.opacity = 0 
   self.back_opacity = 0 
   if $game_party.actors.size==4 
    
   s1 = actor.name 
   s2 = actor1.name 
   s3 = actor2.name 
   s4 = actor3.name 
   @commands = [ s1, s2, s3, s4] 
 else 
   if $game_party.actors.size==3 
    
   s1 = actor.name 
   s2 = actor1.name 
   s3 = actor2.name 
    
   @commands = [ s1, s2, s3] 
 else 
   if $game_party.actors.size==2 
    
   s1 = actor.name 
   s2 = actor1.name 
  
   @commands = [ s1, s2] 
 else 
   if $game_party.actors.size==1 
    
   s1 = actor.name 
    
   @commands = [ s1] 
 else 
   if $game_party.actors.size==0 
    
    
   @commands = [ ] 
 end 
end 
end 
end 
  end 
   @item_max = 4 
 
   if actor3 ==nil 
   @item_max = 3 
  end 
   if actor2 ==nil and actor3 ==nil 
     @item_max = 2 
   end 
     if actor1 ==nil and actor2 ==nil and actor3 ==nil 
       @item_max = 1 
    end 
       if actor ==nil and actor1 ==nil and actor2 ==nil and actor3 ==nil 
         @item_max = 0 
       end 
                  
     @index = 0 
   if $game_party.actors.size==4 
   @items = [ bitmap,bitmap1,bitmap2,bitmap3] 
 end 
 if $game_party.actors.size==3 
   @items = [ bitmap, bitmap1, bitmap2] 
 end 
 if $game_party.actors.size==2 
   @items = [ bitmap, bitmap1] 
 end 
 if $game_party.actors.size==1 
   @items = [ bitmap] 
 end 
 if $game_party.actors.size==0 
   @items = [ ] 
   end 
  
   @disabled = [ false, false, false, false, false, false ] 
   @cx = center_x - 16 
   @cy = center_y - 16 
   setup_move_start 
   refresh 
 end 
 #-------------------------------------------------------------------------- 
 # œ ƒtƒŒ[ƒ€XV actor = $game_party.actors[i] 
      #draw_actor_graphic(actor, x - 40, y + 80) 
 #-------------------------------------------------------------------------- 
 def update 
   super 
   refresh 
 end 
 #-------------------------------------------------------------------------- 
 # œ ‰æ–ʍĕ`‰æ 
 #-------------------------------------------------------------------------- 
 def refresh 
   self.contents.clear 
   # ƒAƒCƒRƒ“‚ð•`‰æ 
   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 
   # ƒAƒNƒeƒBƒu‚ȃRƒ}ƒ“ƒh–¼•\Ž¦ 
   rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32) 
   self.contents.draw_text(rect, @commands[@index],1) 
 end 
 #-------------------------------------------------------------------------- 
 # › ‰æ–ʍĕ`‰æ(‰Šú‰»Žž) 
 #-------------------------------------------------------------------------- 
 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 
 #-------------------------------------------------------------------------- 
 # › ‰æ–ʍĕ`‰æ(‘Ò‹@Žž) 
 #-------------------------------------------------------------------------- 
 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 
 #-------------------------------------------------------------------------- 
 # › ‰æ–ʍĕ`‰æ(‰ñ“]Žž) 
 #  mode : 0=”½ŽžŒv‰ñ‚è 1=ŽžŒv‰ñ‚è 
 #-------------------------------------------------------------------------- 
 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 
 #-------------------------------------------------------------------------- 
 # œ €–Ú‚Ì•`‰æ 
 #     x : 
 #     y : 
 #     i : €–ڔԍ† 
 #-------------------------------------------------------------------------- 
 def draw_item(x, y, i) 
   #p "x=" + x.to_s + " y=" + y.to_s + " i=" + @items[i].to_s 
   cw = @items[i].width / 4 
    ch = @items[i].height / 9#4 pour taille normal 
    
    
   rect = Rect.new(0, 0, cw, ch) 
   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 
 #-------------------------------------------------------------------------- 
 # œ €–ڂ𖳌ø‚É‚·‚é 
 #     index : €–ڔԍ† 
 #-------------------------------------------------------------------------- 
 def disable_item(index) 
   @disabled[index] = true 
 end 
 #-------------------------------------------------------------------------- 
 # › ‰Šú‰»ƒAƒjƒ[ƒVƒ‡ƒ“‚̏€”õ 
 #-------------------------------------------------------------------------- 
 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 
 #-------------------------------------------------------------------------- 
 # › ‰ñ“]ƒAƒjƒ[ƒVƒ‡ƒ“‚̏€”õ 
 #-------------------------------------------------------------------------- 
 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 
 #-------------------------------------------------------------------------- 
 # › ƒAƒjƒ[ƒVƒ‡ƒ“’†‚©‚Ç‚¤‚© 
 #-------------------------------------------------------------------------- 
 def animation2? 
   return @mode != MODE_WAIT 
 end 
end 
#============================================================================== 
# #¡ Scene_RingMenu 
# ¡ Scene_Menu 
#------------------------------------------------------------------------------ 
# @ƒƒjƒ…[‰æ–ʂ̏ˆ—‚ðs‚¤ƒNƒ‰ƒX‚Å‚·B 
#============================================================================== 
 
#class Scene_RingMenu 
class Scene_Menu 
 #-------------------------------------------------------------------------- 
 # œ ƒIƒuƒWƒFƒNƒg‰Šú‰» 
 #     menu_index : ƒRƒ}ƒ“ƒh‚̃J[ƒ\ƒ‹‰ŠúˆÊ’u 
 #-------------------------------------------------------------------------- 
 def initialize(menu_index = 0) 
   @menu_index = menu_index 
 end 
 #-------------------------------------------------------------------------- 
 # œ ƒƒCƒ“ˆ— 
 #-------------------------------------------------------------------------- 
 def main 
   # 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¬ 
    px2 = $game_player.screen_x - 15 
   py2 = $game_player.screen_y - 24 
   @status_window = Window_RingMenuStatus.new(px2,py2) 
    
   @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 
   @command_window.dispose 
   @status_window.dispose 
 end 
 #-------------------------------------------------------------------------- 
 # œ ƒtƒŒ[ƒ€XV 
 #-------------------------------------------------------------------------- 
 def update 
   # ƒEƒBƒ“ƒhƒE‚ðXV 
   @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‚̏ꍇ 
     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  # ƒAƒCƒeƒ€ 
       # Œˆ’è  SE ‚ð‰‰‘t 
       $game_system.se_play($data_system.decision_se) 
       # ƒAƒCƒeƒ€‰æ–ʂɐ؂è‘Ö‚¦ 
       $scene = Scene_Item.new 
     when 1  # ƒXƒLƒ‹ 
       # Œˆ’è SE ‚ð‰‰‘t 
       $game_system.se_play($data_system.decision_se) 
       # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é 
       @command_window.active = false 
       @status_window.active = true 
       @status_window.visible = true 
       @status_window.index = 0 
     when 2  # ‘•”õ 
       # Œˆ’è SE ‚ð‰‰‘t 
       $game_system.se_play($data_system.decision_se) 
       # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é 
       @command_window.active = false 
       @status_window.active = true 
       @status_window.visible = true 
       @status_window.index = 0 
     when 3  # ƒXƒe[ƒ^ƒX 
       # Œˆ’è SE ‚ð‰‰‘t 
       $game_system.se_play($data_system.decision_se) 
       # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é 
       @command_window.active = false 
       @status_window.active = true 
       @status_window.visible = true 
       @status_window.index = 0 
     when 4  # ƒZ[ƒu 
       # ƒZ[ƒu‹ÖŽ~‚̏ꍇ 
       if $game_system.save_disabled 
         # 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) 
       # ƒZ[ƒu‰æ–ʂɐ؂è‘Ö‚¦ 
       $scene = Scene_Save.new 
     when 5  # ƒQ[ƒ€I—¹ 
       # Œˆ’è SE ‚ð‰‰‘t 
       $game_system.se_play($data_system.decision_se) 
       # ƒQ[ƒ€I—¹‰æ–ʂɐ؂è‘Ö‚¦ 
       $scene = Scene_End.new 
     end 
     return 
   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_status2 
   # 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 
     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 
 def update_status 
   @command_window.visible=false 
   # 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_Menu.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‚̏ꍇ 
     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  # ƒAƒCƒeƒ€ 
       # Œˆ’è  SE ‚ð‰‰‘t 
       $game_system.se_play($data_system.decision_se) 
       # ƒAƒCƒeƒ€‰æ–ʂɐ؂è‘Ö‚¦ 
       $scene = Scene_Item.new 
     when 1  # ƒXƒLƒ‹ 
       # Œˆ’è SE ‚ð‰‰‘t 
       $game_system.se_play($data_system.decision_se) 
       # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é 
        
       $scene = Scene_Skill.new(@status_window.index) 
     when 2  # ‘•”õ 
       # Œˆ’è SE ‚ð‰‰‘t 
       $game_system.se_play($data_system.decision_se) 
       # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é 
       $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^ƒXƒEƒBƒ“ƒhƒE‚ðƒAƒNƒeƒBƒu‚É‚·‚é 
       $scene = Scene_Status.new(@status_window.index) 
     when 4  # ƒZ[ƒu 
       # ƒZ[ƒu‹ÖŽ~‚̏ꍇ 
       if $game_system.save_disabled 
         # 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) 
       # ƒZ[ƒu‰æ–ʂɐ؂è‘Ö‚¦ 
       $scene = Scene_Save.new 
     when 5  # ƒQ[ƒ€I—¹ 
       # Œˆ’è SE ‚ð‰‰‘t 
       $game_system.se_play($data_system.decision_se) 
       # ƒQ[ƒ€I—¹‰æ–ʂɐ؂è‘Ö‚¦ 
       $scene = Scene_End.new 
     end 
     return 
   end 
   # ƒAƒjƒ[ƒVƒ‡ƒ“’†‚È‚çƒJ[ƒ\ƒ‹‚̏ˆ—‚ðs‚í‚È‚¢ 
   return if @status_window.animation2? 
   # 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) 
     @status_window.setup_move_move(Window_RingMenuStatus::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) 
     @status_window.setup_move_move(Window_RingMenuStatus::MODE_MOVER) 
     return 
   end 
 end 
  
 end



Il n'y a pas de théorie de l'évolution. Juste une liste d'espèces que Chuck Norris autorise à survivre


Dark-Angel - posté le 27/09/2008 à 00:22:46 (25 messages postés)

❤ 0

bon je tien a signaler par ce que la ca m'ennerve que tout le monde dise ca NON les emoticones NE CHANGES RIEN DU TOUT

la patience et la clef du succes surtout sur ses logiciels xD


Casualblues - posté le 07/04/2009 à 17:27:16 (40 messages postés)

❤ 0

#Dark-Angel -
bon je tien a signaler par ce que la ca m'ennerve que tout le monde dise ca NON les emoticones NE CHANGES RIEN DU TOUT#

Et pourtant.... là où il y a un emoticone il y a une erreur "404"

Vérifie, je l'ai corrigé, car il me met "Riregrinçant" à la place de ": D" sans l'espace... et ça devait donner DOWN Compris ?

Et retiens toi un peu quand tu t'énerves, ça arrive de ne pas savoir quand même. Mais vu que tu as tord ce coup-ci.




LIGNE 404 : (sans l'espace entre le : et le DOWN ! sinon !

if Input.press?(Input:: DOWN) or Input.press?(Input::RIGHT)


Bref, perso, ce menu est un peu "simpliste" et pour afficher plus de perso c'est pas gagné. Désolé.

~Fufufuuuuufufuuuuuh ~ Mysterious Whistle

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