Il vous faut créer un nouveau script nommé Ring_Menu, au dessus du script Main. Copiez-y le code ci-dessous :
#=================================================
# ¡ Window_RingMenu
#=================================================
#=================================================
# Edited by MakirouAru
#=================================================
class Window_RingMenu < Window_Base
#---------------------
# NXè
#---------------------
STARTUP_FRAMES = 20 # úAj[VÌt[
MOVING_FRAMES = 5 # OðñµœÌt[
RING_R = 64 # OÌŒa
ICON_ITEM = RPG::Cache.icon("034-Item03"

# uACevj
[ÌACR
ICON_SKILL = RPG::Cache.icon("044-Skill01"

# uXLvj
[ÌACR
ICON_EQUIP = RPG::Cache.icon("001-Weapon01"

# uõvj
[ÌACR
ICON_STATUS = RPG::Cache.icon("050-Skill07"

# uXe[^Xvj
[ÌACR
ICON_SAVE = RPG::Cache.icon("038-Item07"

# uZ[uvj
[ÌACR
ICON_EXIT = RPG::Cache.icon("046-Skill03"

# uI¹vj
[ÌACR
ICON_DISABLE= RPG::Cache.icon(""

# gpÖ~ÚÉtACR
SE_STARTUP = "056-Right02" # j
[ðJ¢œÆ«ÉÂç·SE
MODE_START = 1 # X^[gAbvAj[V
MODE_WAIT = 2 # Ò@
MODE_MOVER = 3 # vñèñ]Aj[V
MODE_MOVEL = 4 # œvñèñ]Aj[V
#---------------------
# ANZT
#---------------------
attr_accessor :index
#---------------------
# IuWFNgú»
#---------------------
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
#---------------------
# t[XV
#---------------------
def update
super
refresh
end
#---------------------
# æÊÄ`æ
#---------------------
def refresh
self.contents.clear
# ACRð`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
# ANeBuÈR}hŒ\Š
rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32)
self.contents.draw_text(rect, @commands[@index],1)
end
#---------------------
# æÊÄ`æ(ú»

#---------------------
def refresh_start
d1 = 2.0 * Math:I / @item_max
d2 = 1.0 * Math:I / 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
#---------------------
# æÊÄ`æ(Ò@

#---------------------
def refresh_wait
d = 2.0 * Math:I / @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
#---------------------
# æÊÄ`æ(ñ]

# mode : 0=œvñè 1=vñè
#---------------------
def refresh_move( mode )
d1 = 2.0 * Math:I / @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
#---------------------
# ÚÌ`æ
# x :
# y :
# i : ÚÔ
#---------------------
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
#---------------------
# Úð³øÉ·é
# index : ÚÔ
#---------------------
def disable_item(index)
@disabled[index] = true
end
#---------------------
# ú»Aj[VÌõ
#---------------------
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]Aj[VÌõ
#---------------------
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
#---------------------
# Aj[V©Ç€©
#---------------------
def animation?
return @mode != MODE_WAIT
end
end
#=================================================
# ¡ Window_MenuStatus
#-------------------------
# @j
[æÊÅp[eBo[ÌXe[^Xð\Š·éEBhEÅ·B
#=================================================
class Window_RingMenuStatus < Window_Selectable
#---------------------
# IuWFNgú»
#---------------------
def initialize
super(204, 64, 232, 352)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
self.active = false
self.index = -1
end
#---------------------
# tbV
#---------------------
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
#---------------------
# J[\Ìé`XV
#---------------------
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
#-------------------------
# @j
[æÊÌðs€NXÅ·B
#=================================================
#class Scene_RingMenu
class Scene_Menu
#---------------------
# IuWFNgú»
# menu_index : R}hÌJ[\úÊu
#---------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#---------------------
# C
#---------------------
def main
# XvCgZbgðì¬
@spriteset = Spriteset_Map.new
# R}hEBhEðì¬
px = $game_player.screen_x - 15
py = $game_player.screen_y - 24
@command_window = Window_RingMenu.new(px,py)
@command_window.index = @menu_index
# p[eBlª 0 lÌê
if $game_party.actors.size == 0
# ACeAXLAõAXe[^Xð³ø»
@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
# Z[uÖ~Ìê
if $game_system.save_disabled
# Z[uð³øÉ·é
@command_window.disable_item(4)
end
# Xe[^XEBhEðì¬
@status_window = Window_RingMenuStatus.new
@status_window.x = 160
@status_window.y = 0
@status_window.z = 200
@status_window.visible = false
# gWVÀs
Graphics.transition
# C[v
loop do
# Q[æÊðXV
Graphics.update
# üÍîñðXV
Input.update
# t[XV
update
# æÊªØèÖíÁœç[vðf
if $scene != self
break
end
end
# gWVõ
Graphics.freeze
# XvCgZbgððú
@spriteset.dispose
# EBhEððú
@command_window.dispose
@status_window.dispose
end
#---------------------
# t[XV
#---------------------
def update
# EBhEðXV
@command_window.update
@status_window.update
# R}hEBhEªANeBuÌê: update_command ðÄÔ
if @command_window.active
update_command
return
end
# Xe[^XEBhEªANeBuÌê: update_status ðÄÔ
if @status_window.active
update_status
return
end
end
#---------------------
# t[XV (R}hEBhEªANeBuÌê

#---------------------
def update_command
# B {^ª³êœê
if Input.trigger?(Input::B)
# LZ SE ðt
$game_system.se_play($data_system.cancel_se)
# }bvæÊÉØèÖŠ
$scene = Scene_Map.new
return
end
# C {^ª³êœê
if Input.trigger?(Input::C)
# p[eBlª 0 lÅAZ[uAQ[I¹ÈOÌR}hÌê
if $game_party.actors.size == 0 and @command_window.index < 4
# uU[ SE ðt
$game_system.se_play($data_system.buzzer_se)
return
end
# R}hEBhEÌJ[\ÊuŪò
case @command_window.index
when 0 # ACe
# è SE ðt
$game_system.se_play($data_system.decision_se)
# ACeæÊÉØèÖŠ
$scene = Scene_Item.new
when 1 # XL
# è SE ðt
$game_system.se_play($data_system.decision_se)
# Xe[^XEBhEðANeBuÉ·é
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 2 # õ
# è SE ðt
$game_system.se_play($data_system.decision_se)
# Xe[^XEBhEðANeBuÉ·é
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 3 # Xe[^X
# è SE ðt
$game_system.se_play($data_system.decision_se)
# Xe[^XEBhEðANeBuÉ·é
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 4 # Z[u
# Z[uÖ~Ìê
if $game_system.save_disabled
# uU[ SE ðt
$game_system.se_play($data_system.buzzer_se)
return
end
# è SE ðt
$game_system.se_play($data_system.decision_se)
# Z[uæÊÉØèÖŠ
$scene = Scene_Save.new
when 5 # Q[I¹
# è SE ðt
$game_system.se_play($data_system.decision_se)
# Q[I¹æÊÉØèÖŠ
$scene = Scene_End.new
end
return
end
# Aj[VÈçJ[\ÌðsíÈ¢
return if @command_window.animation?
# ªor© {^ª³êœê
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
# «orš {^ª³êœê
if Input.press?(Input:OWN) 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
#---------------------
# t[XV (Xe[^XEBhEªANeBuÌê

#---------------------
def update_status
# B {^ª³êœê
if Input.trigger?(Input::B)
# LZ SE ðt
$game_system.se_play($data_system.cancel_se)
# R}hEBhEðANeBuÉ·é
@command_window.active = true
@status_window.active = false
@status_window.visible = false
@status_window.index = -1
return
end
# C {^ª³êœê
if Input.trigger?(Input::C)
# R}hEBhEÌJ[\ÊuŪò
case @command_window.index
when 1 # XL
# ±ÌAN^[Ìs®§Àª 2 ÈãÌê
if $game_party.actors[@status_window.index].restriction >= 2
# uU[ SE ðt
$game_system.se_play($data_system.buzzer_se)
return
end
# è SE ðt
$game_system.se_play($data_system.decision_se)
# XLæÊÉØèÖŠ
$scene = Scene_Skill.new(@status_window.index)
when 2 # õ
# è SE ðt
$game_system.se_play($data_system.decision_se)
# õæÊÉØèÖŠ
$scene = Scene_Equip.new(@status_window.index)
when 3 # Xe[^X
# è SE ðt
$game_system.se_play($data_system.decision_se)
# Xe[^XæÊÉØèÖŠ
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end
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