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El record de usuarios en línea fue de 117 durante el Mar 09 Ago 2011, 3:39 pm
Menú Circular en Batalla
+8
26fof
Darckaos
liol
alan234
Zeles
SoyCanek
cosda123
crisshinto
12 participantes
RPG maker VX :: Scripts ::
Página 1 de 1.
Menú Circular en Batalla
Descripción:
Vale más una imagen que mil palabras. Aun así, su descripción es el título de este tema: el menú de batalla adquiere forma circular.
Screen:
Recursos Necesarios:
Añade esta imagen en la carpeta System de tu proyecto:
[Tienes que estar registrado y conectado para ver esa imagen]
script:
Instrucciones:
Comenzará a funcionar nada más instalarlo sobre Main, pero hay alguna cosilla configurable fácilmente. Mirad al script para verlo No se si funciona con la batalla lateral no lo he provado.
Créditos:
script creado por Ziifee
Vale más una imagen que mil palabras. Aun así, su descripción es el título de este tema: el menú de batalla adquiere forma circular.
Screen:
- Spoiler:
- [Tienes que estar registrado y conectado para ver esa imagen]
Recursos Necesarios:
Añade esta imagen en la carpeta System de tu proyecto:
[Tienes que estar registrado y conectado para ver esa imagen]
script:
- Spoiler:
- #==============================================================================
# Menú Circular de Batalla
# Creado por Ziifee
#==============================================================================
module Zii
# Número identificador del ícon0 (Vertical x 16 + Horizontal - 1)
FIGHT = 132 # Luchar
ESCAPE = 143 # Huir
ATTACK = 1 # Atacar
GUARD = 52 # Defender
SKILL = 128 # Habilidades
ITEM = 144 # Objetos
# Dirección de rotación (Izquierda o Derecha)
TURN = "Derecha"
# ¿Usar faces en el menú? ("Faces" para usar, y "" para no usarlas)
STATUS_FACE = "Faces"
# ¿Mostrar nombre de los héroes en el menu? ("Nombres" para usar o "")
STATUS_LINE = "Nombres"
# Tamaño de las líneas (Defecto: 20)
LINE_SIZE = 14
#--------------------------------------------------------------------------
# Configuración de dirección de rotación
#--------------------------------------------------------------------------
def self.turn_normal?
return false if TURN == "Izquierda"
return true if TURN == "Derecha"
return true
end
#--------------------------------------------------------------------------
# Configuración de exibición
#--------------------------------------------------------------------------
def self.battle_face?
return true if STATUS_FACE == "Faces"
return false
end
#--------------------------------------------------------------------------
# Configuración de exibición
#--------------------------------------------------------------------------
def self.line_name?
return true if STATUS_LINE == "Nombres"
return false
end
end
#==============================================================================
# Window_Base
#==============================================================================
class Window_Base
def draw_face(face_name, face_index, x, y, size = 96, opacity = 255)
bitmap = Cache.face(face_name)
rect = Rect.new(0, 0, 0, 0)
rect.x = face_index % 4 * 96 + (96 - size) / 2
rect.y = face_index / 4 * 96 + (96 - size) / 2
rect.width = size
rect.height = size
self.contents.blt(x, y, bitmap, rect, opacity)
bitmap.dispose
end
def draw_actor_face(actor, x, y, size = 96, opacity = 255)
draw_face(actor.face_name, actor.face_index, x, y, size, opacity)
end
end
#==============================================================================
# Window_SpinCommand
#------------------------------------------------------------------------------
# Esta classe comanda a rotação do menu
#==============================================================================
class Window_SpinCommand < Window_Base
attr_reader :index
attr_reader :help_window
def initialize(cx, cy, commands, setting = {})
@radius = setting.has_key?("R") ? setting["R"] : 40
@speed = setting.has_key?("S") ? setting["S"] : 36
@spin_back = setting.has_key?("G") ? setting["G"] : ""
@spin_line = setting.has_key?("L") ? setting["L"] : nil
x, y = cx - @radius - 28, cy - @radius - 28
width = height = @radius * 2 + 56
super(x, y, width, height)
self.opacity = 0
@index = 0
@commands = commands
@spin_right = true
@spin_count = 0
update_cursor
end
def draw_spin_graphic(i, cx, cy)
case command_kind(i)
when "icon"
draw_icon(command_pull(i), cx - 12, cy - 12, command_enabled?(i))
end
end
def refresh
set_spin
end
def draw_item(index, enabled = true)
@commands[index][3] = enabled
set_spin
end
def command_name(index = @index)
return "" if index < 0
name = @commands[index][0]
return name != nil ? name : ""
end
def command_kind(index)
result = @commands[index][1]
return result != nil ? result : ""
end
def command_pull(index)
result = @commands[index][2]
return result != nil ? result : ""
end
def command_enabled?(index)
result = @commands[index][3]
return result != nil ? result : true
end
def set_index(name)
n = -1
for i in [Tienes que estar registrado y conectado para ver este vínculo]
n = i if @commands[i][0] == name
end
@index = n if n >= 0
update_cursor
call_update_help
set_spin
end
def index=(index)
@index = index
update_cursor
call_update_help
set_spin
end
def center_x
return contents.width / 2
end
def center_y
return contents.height / 2
end
def item_max
return @commands.size
end
def set_background
return if @spin_back == ""
bitmap = Cache.system(@spin_back)
rect = Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(12, 12, bitmap, rect)
end
def set_text
return if @spin_line == nil
y = center_y - WLH / 2 + @spin_line
self.contents.draw_text(center_x - 48, y, 96, WLH, command_name, 1)
end
def angle_size
return (Math::PI * 2 / item_max)
end
def set_spin_count
@spin_count = angle_size * 360 / @speed
set_spin(true)
end
def set_spin(spin = false)
self.contents.clear
set_background
angle = spin ? @speed * @spin_count / 360 : 0
angle = @spin_right ? angle : -angle
for i in 0...item_max
n = (i - @index) * angle_size + angle
cx = @radius * Math.sin(n) + center_x
cy = - @radius * Math.cos(n) + center_y
draw_spin_graphic(i, cx, cy)
end
set_text
end
def update
super
update_cursor
if @spin_count > 0
@spin_count -= 1
set_spin(@spin_count >= 1)
return
end
update_command
end
def command_movable?
return false if @spin_count > 0
return false if (not visible or not active)
return false if (index < 0 or index > item_max or item_max == 0)
return false if (@opening or @closing)
return true
end
def command_right
@index = (@index + 1) % item_max
@spin_right = true
set_spin_count
end
def command_left
@index = (@index - 1 + item_max) % item_max
@spin_right = false
set_spin_count
end
def update_command
if command_movable?
if Input.press?(Input::RIGHT)
Sound.play_cursor
Zii.turn_normal? ? command_right : command_left
end
if Input.press?(Input::LEFT)
Sound.play_cursor
Zii.turn_normal? ? command_left : command_right
end
end
call_update_help
end
def update_cursor
if @index < 0
self.cursor_rect.empty
else
rect = Rect.new(0, 0, 24, 24)
rect.x = center_x - rect.width / 2
rect.y = center_y - rect.height / 2 - @radius
self.cursor_rect = rect
end
end
def help_window=(help_window)
@help_window = help_window
call_update_help
end
def call_update_help
if self.active and @help_window != nil
update_help
end
end
def update_help
end
end
#==============================================================================
# Window_LineHelp
#==============================================================================
class Window_LineHelp < Window_Base
def initialize
super(-16, 0, 576, WLH + 32)
self.opacity = 0
end
def set_text(text, align = 0)
if text != @text or align != @align
self.contents.clear
back_color = Color.new(0, 0, 0, 80)
self.contents.fill_rect(0, y = 12, contents.width, WLH - y, back_color)
self.contents.font.color = normal_color
self.contents.draw_text(20, 0, self.width - 72, WLH, text, align)
@text = text
@align = align
end
end
end
#==============================================================================
# Window_PartyCommand
#==============================================================================
class Window_PartyCommand < Window_SpinCommand
def initialize
s1 = [Vocab::fight, "icon", Zii::FIGHT, true]
s2 = [Vocab::escape, "icon", Zii::ESCAPE, $game_troop.can_escape]
setting = {"R"=>40, "S"=>52, "G"=>"Spin40", "L"=>-12}
super(72, 356, [s1, s2], setting)
self.active = false
set_spin
end
end
#==============================================================================
# Window_ActorCommand
#==============================================================================
class Window_ActorCommand < Window_SpinCommand
def initialize
s1 = [Vocab::attack, "icon", Zii::ATTACK, true]
s2 = [Vocab::skill, "icon", Zii::SKILL, true]
s3 = [Vocab::guard, "icon", Zii::GUARD, true]
s4 = [Vocab::item, "icon", Zii::ITEM, true]
setting = {"R"=>40, "S"=>52, "G"=>"Spin40", "L"=>-12}
super(72, 356, [s1, s2, s3, s4], setting)
self.active = false
set_spin
end
def setup(actor)
@commands[0][2] = Zii::ATTACK
@commands[1][0] = Vocab::skill
if actor.weapons[0] != nil
n = actor.weapons[0].icon_index
@commands[0][2] = n if n > 0
end
@commands[1][0] = actor.class.skill_name if actor.class.skill_name_valid
self.index = 0
set_spin
end
end
#==============================================================================
# Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Selectable
def initialize
super(128, 288, 416, 128)
@column_max = 4
refresh
self.active = false
self.opacity = 0
end
def draw_neomemo7_back
@neomemo7_clear = false
for index in 0...@item_max
x = index * 96
self.contents.clear_rect(x + 72, WLH * 3, 24, 24)
next unless Zii.battle_face?
actor = $game_party.members[index]
next if actor.hp <= 0
bitmap = Cache.face(actor.face_name)
rect = Rect.new(0, 0, 22, 22)
rect.x = actor.face_index % 4 * 96 + 72
rect.y = actor.face_index / 4 * 96 + 72
self.contents.blt(x + 72, WLH * 3, bitmap, rect, 192)
end
end
def draw_item(index)
x = index * 96
rect = Rect.new(x, 0, 96, 96)
self.contents.clear_rect(rect)
self.contents.font.color = normal_color
actor = $game_party.members[index]
draw_actor_face(actor, x + 2, 2, 92, 192) if actor.hp > 0 and Zii.battle_face?
draw_actor_state(actor, x + 72, WLH * 3)
if Zii.line_name?
self.contents.font.color = hp_color(actor)
size = Zii::LINE_SIZE
self.contents.font.size = size
self.contents.draw_text(x, WLH * 1 + 20 - size, 80, WLH, actor.name)
self.contents.font.size = 20
end
draw_actor_hp(actor, x, WLH * 2, 80)
draw_actor_mp(actor, x, WLH * 3, 70)
end
def update_cursor
if @index < 0
self.cursor_rect.empty
else
rect = Rect.new(index * 96, 0, 96, 96)
self.cursor_rect = rect
end
end
end
#==============================================================================
# Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
alias :neomemo13_create_info_viewport :create_info_viewport
def create_info_viewport
neomemo13_create_info_viewport
@info_viewport.rect.set(0, 0, 544, 416)
@status_window.x = 128
@actor_command_window.x = 4
end
alias :neomemo13_update_info_viewport :update_info_viewport
def update_info_viewport
ox = @info_viewport.ox
neomemo13_update_info_viewport
@info_viewport.ox = ox
end
alias :neomemo13_start_party_command_selection :start_party_command_selection
def start_party_command_selection
if $game_temp.in_battle
@party_command_window.visible = true
@actor_command_window.visible = false
end
neomemo13_start_party_command_selection
end
alias :neomemo13_update_party_command_selection :update_party_command_selection
def update_party_command_selection
return unless @party_command_window.command_movable?
neomemo13_update_party_command_selection
end
alias :neomemo13_start_actor_command_selection :start_actor_command_selection
def start_actor_command_selection
neomemo13_start_actor_command_selection
@party_command_window.visible = false
@actor_command_window.visible = true
end
alias :neomemo13_update_actor_command_selection :update_actor_command_selection
def update_actor_command_selection
return unless @actor_command_window.command_movable?
neomemo13_update_actor_command_selection
end
alias :neomemo13_start_target_enemy_selection :start_target_enemy_selection
def start_target_enemy_selection
x = @info_viewport.rect.x
ox = @info_viewport.ox
neomemo13_start_target_enemy_selection
@info_viewport.rect.x = x
@info_viewport.ox = ox
@target_enemy_window.x = 544 - @target_enemy_window.width
@target_enemy_window.y = 288
@info_viewport.rect.width -= @target_enemy_window.width
end
alias :neomemo13_end_target_enemy_selection :end_target_enemy_selection
def end_target_enemy_selection
x = @info_viewport.rect.x
ox = @info_viewport.ox
@info_viewport.rect.width += @target_enemy_window.width
neomemo13_end_target_enemy_selection
@info_viewport.rect.x = x
@info_viewport.ox = ox
end
alias :neomemo13_start_target_actor_selection :start_target_actor_selection
def start_target_actor_selection
x = @info_viewport.rect.x
ox = @info_viewport.ox
neomemo13_start_target_actor_selection
@target_actor_window.y = 288
@info_viewport.rect.x = x
@info_viewport.ox = ox
@info_viewport.rect.width -= @target_actor_window.width
end
alias :neomemo13_end_target_actor_selection :end_target_actor_selection
def end_target_actor_selection
x = @info_viewport.rect.x
ox = @info_viewport.ox
@info_viewport.rect.width += @target_actor_window.width
neomemo13_end_target_actor_selection
@info_viewport.rect.x = x
@info_viewport.ox = ox
end
alias :neomemo13_start_skill_selection :start_skill_selection
def start_skill_selection
neomemo13_start_skill_selection
@skill_window.dispose if @skill_window != nil
@help_window.dispose if @help_window != nil
@help_window = Window_LineHelp.new
@skill_window = Window_Skill.new(8, 64, 528, 216, @active_battler)
@skill_window.help_window = @help_window
end
alias :neomemo13_start_item_selection :start_item_selection
def start_item_selection
neomemo13_start_item_selection
@item_window.dispose if @item_window != nil
@help_window.dispose if @help_window != nil
@help_window = Window_LineHelp.new
@item_window = Window_Item.new(8, 64, 528, 216)
@item_window.help_window = @help_window
end
end
Instrucciones:
Comenzará a funcionar nada más instalarlo sobre Main, pero hay alguna cosilla configurable fácilmente. Mirad al script para verlo No se si funciona con la batalla lateral no lo he provado.
Créditos:
script creado por Ziifee
crisshinto- 30
-
30
41
92
22
cosda123- 50
-
29
75
107
10
Re: Menú Circular en Batalla
si funciona, actualiza la ventana con F5 y espera a que cargue bien :)
SoyCanekAdministrador -
35
709
970
111
Extras
Sobre mí::
Re: Menú Circular en Batalla
ahora lo vi sta genial lo voy a usar en mi juego gracias
salud2
salud2
cosda123- 50
-
29
75
107
10
Re: Menú Circular en Batalla
no funciona por que el nombre de la imagen es solo spin40 ponganle ese nombre y funciona
Zeles- 50
-
30
121
193
18
Re: Menú Circular en Batalla
Seh yo lo tenia desde antes y si k funciona aunk no me gusta eso d k la face se vea tan clara jeje tapa la imagen,pero...buen aporte
alan234- 30
-
28
43
76
12
Extras
Sobre mí::
Re: Menú Circular en Batalla
Oigan, tengo un problema:
Quiero cambiar el icono de atacar, pero ponga el numero que ponga sale el palo!!!
Quiero cambiar el icono de atacar, pero ponga el numero que ponga sale el palo!!!
liol- 50
-
37
79
71
1
Extras
Sobre mí::
Re: Menú Circular en Batalla
Bueno pues a mi no me funcionaba con la batalla lateral asi que me puse a investigar sin conocer el lenguaje y lo solucioné ^^ si a alguien le interesa le dejo el script corregido
- Spoiler:
#==============================================================================
# Menú Circular de Batalla
# Creado por Ziifee
#==============================================================================
module Zii
# Número identificador del ícon0 (Vertical x 16 + Horizontal - 1)
FIGHT = 132 # Luchar
ESCAPE = 143 # Huir
ATTACK = 1 # Atacar
GUARD = 52 # Defender
SKILL = 128 # Habilidades
ITEM = 144 # Objetos
# Dirección de rotación (Izquierda o Derecha)
TURN = "Derecha"
# ¿Usar faces en el menú? ("Faces" para usar, y "" para no usarlas)
STATUS_FACE = "Faces"
# ¿Mostrar nombre de los héroes en el menu? ("Nombres" para usar o "")
STATUS_LINE = "Nombres"
# Tamaño de las líneas (Defecto: 20)
LINE_SIZE = 14
#--------------------------------------------------------------------------
# Configuración de dirección de rotación
#--------------------------------------------------------------------------
def self.turn_normal?
return false if TURN == "Izquierda"
return true if TURN == "Derecha"
return true
end
#--------------------------------------------------------------------------
# Configuración de exibición
#--------------------------------------------------------------------------
def self.battle_face?
return true if STATUS_FACE == "Faces"
return false
end
#--------------------------------------------------------------------------
# Configuración de exibición
#--------------------------------------------------------------------------
def self.line_name?
return true if STATUS_LINE == "Nombres"
return false
end
end
#==============================================================================
# Window_Base
#==============================================================================
class Window_Base
def draw_face(face_name, face_index, x, y, size = 96, opacity = 255)
bitmap = Cache.face(face_name)
rect = Rect.new(0, 0, 0, 0)
rect.x = face_index % 4 * 96 + (96 - size) / 2
rect.y = face_index / 4 * 96 + (96 - size) / 2
rect.width = size
rect.height = size
self.contents.blt(x, y, bitmap, rect, opacity)
bitmap.dispose
end
def draw_actor_face(actor, x, y, size = 96, opacity = 255)
draw_face(actor.face_name, actor.face_index, x, y, size, opacity)
end
end
#==============================================================================
# Window_SpinCommand
#------------------------------------------------------------------------------
# Esta classe comanda a rotação do menu
#==============================================================================
class Window_SpinCommand < Window_Base
attr_reader :index
attr_reader :help_window
def initialize(cx, cy, commands, setting = {})
@radius = setting.has_key?("R") ? setting["R"] : 40
@speed = setting.has_key?("S") ? setting["S"] : 36
@spin_back = setting.has_key?("G") ? setting["G"] : ""
@spin_line = setting.has_key?("L") ? setting["L"] : nil
x, y = cx - @radius - 28, cy - @radius - 28
width = height = @radius * 2 + 56
super(x, y, width, height)
self.opacity = 0
@index = 0
@commands = commands
@spin_right = true
@spin_count = 0
update_cursor
end
def draw_spin_graphic(i, cx, cy)
case command_kind(i)
when "icon"
draw_icon(command_pull(i), cx - 12, cy - 12, command_enabled?(i))
end
end
def refresh
set_spin
end
def draw_item(index, enabled = true)
@commands[index][3] = enabled
set_spin
end
def command_name(index = @index)
return "" if index < 0
name = @commands[index][0]
return name != nil ? name : ""
end
def command_kind(index)
result = @commands[index][1]
return result != nil ? result : ""
end
def command_pull(index)
result = @commands[index][2]
return result != nil ? result : ""
end
def command_enabled?(index)
result = @commands[index][3]
return result != nil ? result : true
end
def set_index(name)
n = -1
for i in [Tienes que estar registrado y conectado para ver este vínculo]
n = i if @commands[i][0] == name
end
@index = n if n >= 0
update_cursor
call_update_help
set_spin
end
def index=(index)
@index = index
update_cursor
call_update_help
set_spin
end
def center_x
return contents.width / 2
end
def center_y
return contents.height / 2
end
def item_max
return @commands.size
end
def set_background
return if @spin_back == ""
bitmap = Cache.system(@spin_back)
rect = Rect.new(0, 0, bitmap.width, bitmap.height)
self.contents.blt(12, 12, bitmap, rect)
end
def set_text
return if @spin_line == nil
y = center_y - WLH / 2 + @spin_line
self.contents.draw_text(center_x - 48, y, 96, WLH, command_name, 1)
end
def angle_size
return (Math::PI * 2 / item_max)
end
def set_spin_count
@spin_count = angle_size * 360 / @speed
set_spin(true)
end
def set_spin(spin = false)
self.contents.clear
set_background
angle = spin ? @speed * @spin_count / 360 : 0
angle = @spin_right ? angle : -angle
for i in 0...item_max
n = (i - @index) * angle_size + angle
cx = @radius * Math.sin(n) + center_x
cy = - @radius * Math.cos(n) + center_y
draw_spin_graphic(i, cx, cy)
end
set_text
end
def update
super
update_cursor
if @spin_count > 0
@spin_count -= 1
set_spin(@spin_count >= 1)
return
end
update_command
end
def command_movable?
return false if @spin_count > 0
return false if (not visible or not active)
return false if (index < 0 or index > item_max or item_max == 0)
return false if (@opening or @closing)
return true
end
def command_right
@index = (@index + 1) % item_max
@spin_right = true
set_spin_count
end
def command_left
@index = (@index - 1 + item_max) % item_max
@spin_right = false
set_spin_count
end
def update_command
if command_movable?
if Input.press?(Input::RIGHT)
Sound.play_cursor
Zii.turn_normal? ? command_right : command_left
end
if Input.press?(Input::LEFT)
Sound.play_cursor
Zii.turn_normal? ? command_left : command_right
end
end
call_update_help
end
def update_cursor
if @index < 0
self.cursor_rect.empty
else
rect = Rect.new(0, 0, 24, 24)
rect.x = center_x - rect.width / 2
rect.y = center_y - rect.height / 2 - @radius
self.cursor_rect = rect
end
end
def help_window=(help_window)
@help_window = help_window
call_update_help
end
def call_update_help
if self.active and @help_window != nil
update_help
end
end
def update_help
end
end
#==============================================================================
# Window_LineHelp
#==============================================================================
class Window_LineHelp < Window_Base
def initialize
super(-16, 0, 576, WLH + 32)
self.opacity = 0
end
def set_text(text, align = 0)
if text != @text or align != @align
self.contents.clear
back_color = Color.new(0, 0, 0, 80)
self.contents.fill_rect(0, y = 12, contents.width, WLH - y, back_color)
self.contents.font.color = normal_color
self.contents.draw_text(20, 0, self.width - 72, WLH, text, align)
@text = text
@align = align
end
end
end
#==============================================================================
# Window_PartyCommand
#==============================================================================
class Window_PartyCommand < Window_SpinCommand
def initialize
s1 = [Vocab::fight, "icon", Zii::FIGHT, true]
s2 = [Vocab::escape, "icon", Zii::ESCAPE, $game_troop.can_escape]
setting = {"R"=>40, "S"=>52, "G"=>"Spin40", "L"=>-12}
super(72, 356, [s1, s2], setting)
self.active = false
set_spin
end
end
#==============================================================================
# Window_ActorCommand
#==============================================================================
class Window_ActorCommand < Window_SpinCommand
def initialize
s1 = [Vocab::attack, "icon", Zii::ATTACK, true]
s2 = [Vocab::skill, "icon", Zii::SKILL, true]
s3 = [Vocab::guard, "icon", Zii::GUARD, true]
s4 = [Vocab::item, "icon", Zii::ITEM, true]
setting = {"R"=>40, "S"=>52, "G"=>"Spin40", "L"=>-12}
super(72, 356, [s1, s2, s3, s4], setting)
self.active = false
set_spin
end
def setup(actor)
@commands[0][2] = Zii::ATTACK
@commands[1][0] = Vocab::skill
if actor.weapons[0] != nil
n = actor.weapons[0].icon_index
@commands[0][2] = n if n > 0
end
@commands[1][0] = actor.class.skill_name if actor.class.skill_name_valid
self.index = 0
set_spin
end
end
#==============================================================================
# Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Selectable
def initialize
super(128, 288, 416, 128)
@column_max = 4
refresh
self.active = false
self.opacity = 0
end
def draw_neomemo7_back
@neomemo7_clear = false
for index in 0...@item_max
x = index * 96
self.contents.clear_rect(x + 72, WLH * 3, 24, 24)
next unless Zii.battle_face?
actor = $game_party.members[index]
next if actor.hp <= 0
bitmap = Cache.face(actor.face_name)
rect = Rect.new(0, 0, 22, 22)
rect.x = actor.face_index % 4 * 96 + 72
rect.y = actor.face_index / 4 * 96 + 72
self.contents.blt(x + 72, WLH * 3, bitmap, rect, 192)
end
end
def draw_item(index)
x = index * 96
rect = Rect.new(x, 0, 96, 96)
self.contents.clear_rect(rect)
self.contents.font.color = normal_color
actor = $game_party.members[index]
draw_actor_face(actor, x + 2, 2, 92, 192) if actor.hp > 0 and Zii.battle_face?
draw_actor_state(actor, x + 72, WLH * 3)
if Zii.line_name?
self.contents.font.color = hp_color(actor)
size = Zii::LINE_SIZE
self.contents.font.size = size
self.contents.draw_text(x, WLH * 1 + 20 - size, 80, WLH, actor.name)
self.contents.font.size = 20
end
draw_actor_hp(actor, x, WLH * 2, 80)
draw_actor_mp(actor, x, WLH * 3, 70)
end
def update_cursor
if @index < 0
self.cursor_rect.empty
else
rect = Rect.new(index * 96, 0, 96, 96)
self.cursor_rect = rect
end
end
end
#==============================================================================
# Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
alias :neomemo13_create_info_viewport :create_info_viewport
def create_info_viewport
neomemo13_create_info_viewport
@info_viewport.rect.set(0, 0, 544, 416)
@status_window.x = 128
@actor_command_window.x = 4
end
alias :neomemo13_update_info_viewport :update_info_viewport
def update_info_viewport
ox = @info_viewport.ox
neomemo13_update_info_viewport
@info_viewport.ox = ox
end
alias :neomemo13_start_party_command_selection :start_party_command_selection
def start_party_command_selection
if $game_temp.in_battle
@party_command_window.visible = true
@actor_command_window.visible = false
end
neomemo13_start_party_command_selection
end
alias :neomemo13_update_party_command_selection :update_party_command_selection
def update_party_command_selection
return unless @party_command_window.command_movable?
neomemo13_update_party_command_selection
end
alias :neomemo13_start_actor_command_selection :start_actor_command_selection
def start_actor_command_selection
neomemo13_start_actor_command_selection
@party_command_window.visible = false
@actor_command_window.visible = true
end
alias :neomemo13_update_actor_command_selection :update_actor_command_selection
def update_actor_command_selection
return unless @actor_command_window.command_movable?
neomemo13_update_actor_command_selection
end
alias :neomemo13_start_target_enemy_selection :start_target_enemy_selection
def start_target_enemy_selection
x = @info_viewport.rect.x
ox = @info_viewport.ox
neomemo13_start_target_enemy_selection
@info_viewport.rect.x = x
@info_viewport.ox = ox
end
alias :neomemo13_end_target_enemy_selection :end_target_enemy_selection
def end_target_enemy_selection
x = @info_viewport.rect.x
ox = @info_viewport.ox
@info_viewport.rect.width += @target_enemy_window.width
neomemo13_end_target_enemy_selection
@info_viewport.rect.x = x
@info_viewport.ox = ox
end
alias :neomemo13_start_target_actor_selection :start_target_actor_selection
def start_target_actor_selection
x = @info_viewport.rect.x
ox = @info_viewport.ox
neomemo13_start_target_actor_selection
@target_actor_window.y = 288
@info_viewport.rect.x = x
@info_viewport.ox = ox
@info_viewport.rect.width -= @target_actor_window.width
end
alias :neomemo13_end_target_actor_selection :end_target_actor_selection
def end_target_actor_selection
x = @info_viewport.rect.x
ox = @info_viewport.ox
@info_viewport.rect.width += @target_actor_window.width
neomemo13_end_target_actor_selection
@info_viewport.rect.x = x
@info_viewport.ox = ox
end
alias :neomemo13_start_skill_selection :start_skill_selection
def start_skill_selection
neomemo13_start_skill_selection
@skill_window.dispose if @skill_window != nil
@help_window.dispose if @help_window != nil
@help_window = Window_LineHelp.new
@skill_window = Window_Skill.new(8, 64, 528, 216, @active_battler)
@skill_window.help_window = @help_window
end
alias :neomemo13_start_item_selection :start_item_selection
def start_item_selection
neomemo13_start_item_selection
@item_window.dispose if @item_window != nil
@help_window.dispose if @help_window != nil
@help_window = Window_LineHelp.new
@item_window = Window_Item.new(8, 64, 528, 216)
@item_window.help_window = @help_window
end
end
Darckaos- 220
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Sobre mí:: Otaku y RPG makero ^^
Re: Menú Circular en Batalla
alguien sabe como hacerlo funcionar para la batalla lateral y ATB 1.1 juntos porq ya lo puse y solo se ven las barritas del atb cargando... pero no aparece el HP ni el MP
cleofas2- 50
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Re: Menú Circular en Batalla
Esta bueno pero tengo un problema, me sale:
Script "circulo de batalla" line 456: No MerthodError ocurred.
undefined method 'width' for nil:NilClass
espero su ayuda :D
Script "circulo de batalla" line 456: No MerthodError ocurred.
undefined method 'width' for nil:NilClass
espero su ayuda :D
Mike_182- Super Moderador
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Sobre mí::
Re: Menú Circular en Batalla
A mi se me encima con la cara del personaje osea el anillo ese le aparece justo encima y como tengo otros icon set salen puras espadas en el anillo, se podra arreglar? :/
Ademas, cuando selecciono alguna opcion me tira error.
Ademas, cuando selecciono alguna opcion me tira error.
KardiaElcid- 130
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Re: Menú Circular en Batalla
Ejem.. este tema lleva mas de un año inactivo, te recomiendo que te fijes en las fechas, si te fijas comento canek y el no a andado por aqui estos dias.
Si tienes algun problema o duda con el script postea tu duda en su zona correspondiente.
Cierro tema.
Si tienes algun problema o duda con el script postea tu duda en su zona correspondiente.
Cierro tema.
Mike_182- Super Moderador
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Sobre mí::
RPG maker VX :: Scripts ::
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