Editz teh Script

Started by jyumai, May 24, 2011, 05:13:57 pm

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jyumai

Hey guys can I get a scripter to edit Reno-s--Joker's Ring CMS so that it does not pause while using the menu. It needs to work with RMX-OS. (I actually prefered this one over Wizered's speed menu due to compatability issues).

The script:
Spoiler: ShowHide
#==============================================================================
# ■ Ring Menu Config Module
# by Reno-s--Joker
#------------------------------------------------------------------------------
# I'm still just getting the hang of modules, but this may make your icon
# changing much easier.
#==============================================================================
module RM_CFG
 #--------------------------------------------------------------------------
 # ● Icons for the addon windows
 #--------------------------------------------------------------------------
 Gold_Icon = '034-Item03'
 Map_Icon = '038-Item07'
 #--------------------------------------------------------------------------
 # ● Icons for the main ring
 #--------------------------------------------------------------------------
 Item_Icon = '021-Potion01'
 Skill_Icon = '044-Skill01'
 Equip_Icon = '050-Skill07'
 Status_Icon = '049-Skill06'
 Save_Icon = '047-Skill04'
 Exit_Icon = '020-Accessory05'
 Disabled_Icon = '046-Skill03'
 Openmenu_Se = ''
 #--------------------------------------------------------------------------
 # ● Fix for near screen edge hiding, thanks to Landith and Aqua
 #--------------------------------------------------------------------------
 Edge_Hide_Fix = true
end  
#==============================================================================
# ■ End Ring Menu Config Module
#==============================================================================

#==============================================================================
# ■ Window_Gold
# by Reno-s--Joker
#------------------------------------------------------------------------------
#  Shows the amount of gold in the menu.
#  Minor aesthetic modifications made for new menu.
#==============================================================================
class Window_Gold < Window_Base
 #--------------------------------------------------------------------------
 # ● Initialize
 #--------------------------------------------------------------------------
 def initialize
   super(0, 0, 148, 64)
   self.contents = Bitmap.new(width - 32, height - 32)
   refresh
 end
 #--------------------------------------------------------------------------
 # ● Refresh
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   cx = contents.text_size($data_system.words.gold).width
   self.contents.font.color = normal_color
   self.contents.blt(4, 4, RPG::Cache.icon(RM_CFG::Gold_Icon), Rect.new(0, 0, 24, 24), 255)
   self.contents.draw_text(4, 0, 100-cx-2, 32, $game_party.gold.to_s, 2)
   self.contents.font.color = system_color
   self.contents.draw_text(104-cx, 0, cx, 32, $data_system.words.gold, 2)
 end
end
#==============================================================================
# ■ End Window_Gold
#==============================================================================

#==============================================================================
# ■ Window_PlayTime
# by Reno-s--Joker
#------------------------------------------------------------------------------
#  Shows the amount of time spent playing.
#  Minor aesthetic modifications made for new menu.
#==============================================================================
class Window_PlayTime < Window_Base
 #--------------------------------------------------------------------------
 # ● Initialize
 #--------------------------------------------------------------------------
 def initialize
   super(0, 0, 148, 64)
   self.contents = Bitmap.new(width - 32, height - 32)
   refresh
 end
 #--------------------------------------------------------------------------
 # ● Refresh
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   self.contents.font.color = system_color
   @total_sec = Graphics.frame_count / Graphics.frame_rate
   hour = @total_sec / 60 / 60
   min = @total_sec / 60 % 60
   sec = @total_sec % 60
   text = sprintf("%02d:%02d:%02d", hour, min, sec)
   self.contents.draw_text(4, 0, 100, 32, text, 2)
 end
 #--------------------------------------------------------------------------
 # ● Update
 #--------------------------------------------------------------------------
 def update
   super
   if Graphics.frame_count / Graphics.frame_rate != @total_sec
     refresh
   end
 end
end
#==============================================================================
# ■ End Window_PlayTime
#==============================================================================


#==============================================================================
# ■ Window_Steps
# by Reno-s--Joker
#------------------------------------------------------------------------------
# Also includes map name (location)
# Replaces the one which comes with the Ring Menu entirely.
# New addition - encounter steps in v 1.1
#==============================================================================
class Window_Steps < Window_Base
 #--------------------------------------------------------------------------
 # ● Initialize
 #--------------------------------------------------------------------------
 def initialize
   super(0, 0, 148, 128)
   self.contents = Bitmap.new(width - 32, height - 32)
   refresh
 end
 #--------------------------------------------------------------------------
 # ● Refresh
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   self.contents.font.color = system_color
   self.contents.draw_text(4, 0, 124, 32, "Steps: " + $game_party.steps.to_s, 0)
   self.contents.draw_text(4, 32, 124, 32, "Enc. Stps: " + $game_map.encounter_step.to_s, 0)
   # Another thing can be added at y=32 e.g. No. of Kills
   # (from Blizzard's Tons of Addons)
   self.contents.font.color = normal_color
   self.contents.blt(4, 70, RPG::Cache.icon(RM_CFG::Map_Icon), Rect.new(0, 0, 24, 24), 160)
   map_name = $game_map.name.tr("/*","")
   # Just ignore that thing I said before in the other demo... ^^;
   self.contents.draw_text(8, 64, 124, 32, map_name.to_s)
 end
end
#==============================================================================
# ■ End Window_Steps
#==============================================================================

#==============================================================================
# ■ Window_Status
# by Reno-s--Joker
#==============================================================================
#  This window displays full status specs on the status screen.
#==============================================================================
class Window_Status < Window_Base
 #--------------------------------------------------------------------------
 # * Object Initialization
 #     actor : actor
 #--------------------------------------------------------------------------
 def initialize(actor)
   super(0, 0, 480, 320)
   self.contents = Bitmap.new(width - 32, height - 32)
   @actor = actor
   refresh
 end
 #--------------------------------------------------------------------------
 # ● Refresh
 #--------------------------------------------------------------------------
 def refresh
   self.contents.clear
   # Draws the actor's battler behind the info
   draw_actor_picture(@actor, 360, 300)
   # Actor's name
   self.contents.font.size = 32
   draw_actor_name(@actor, 0, 0)
   self.contents.font.size = 20
   # Main stats section
   draw_actor_class(@actor, 0, 24)
   draw_actor_level(@actor, 0, 56)
   draw_actor_state(@actor, 68, 56)
   draw_actor_hp(@actor, 0, 82, 172)
   draw_actor_sp(@actor, 0, 106, 172)
   # Actor parameter section
   draw_actor_parameter(@actor, 0, 132, 0)
   draw_actor_parameter(@actor, 0, 150, 1)
   draw_actor_parameter(@actor, 0, 168, 2)
   draw_actor_parameter(@actor, 0, 186, 3)
   draw_actor_parameter(@actor, 0, 204, 4)
   draw_actor_parameter(@actor, 0, 222, 5)
   draw_actor_parameter(@actor, 0, 240, 6)
   # EXP section
   self.contents.font.color = system_color
   self.contents.draw_text(240, 56, 150, 32, "Total Exp: ")
   tx = contents.text_size("Total Exp: ").width
   draw_actor_exp(@actor, 240, 80)
   self.contents.font.color = normal_color
   self.contents.draw_text(tx + 244, 56, 76, 32, @actor.exp_s, 2)
   # Equipment Section
   self.contents.font.color = system_color
   self.contents.draw_text(240, 120, 88, 32, "Equipment: ")
   draw_item_name($data_weapons[@actor.weapon_id], 240, 148)
   draw_item_name($data_armors[@actor.armor1_id], 240, 172)
   draw_item_name($data_armors[@actor.armor2_id], 240, 196)
   draw_item_name($data_armors[@actor.armor3_id], 240, 220)
   draw_item_name($data_armors[@actor.armor4_id], 240, 246)
 end
 #--------------------------------------------------------------------------
 # ● Defines the drawing processes
 #--------------------------------------------------------------------------
 def draw_actor_picture(actor, x, y)
   bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue)
   x2 = bitmap.width
   y2 = bitmap.height
   x3 = x2 / 2
   src_rect = Rect.new(0, 0, x2, y2)
   self.contents.blt(x - x3, y - y2, bitmap, src_rect)
 end
 def draw_actor_name(actor, x, y)
   self.contents.font.color = system_color
   self.contents.draw_text(x, y, 448, 32, actor.name, 1)
 end
 def draw_actor_class(actor, x, y)
   self.contents.font.color = system_color
   self.contents.draw_text(x, y, 448, 32, actor.class_name, 1)
 end
 #--------------------------------------------------------------------------
 # ● Other stuff which needs to be there although I dunno why... XD
 #--------------------------------------------------------------------------
 def update_actor(actor)
   @actor = actor
   refresh
 end
 def dummy
   self.contents.font.color = system_color
   self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon)
   self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1)
   self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2)
   self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3)
   self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4)
   draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144)
   draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208)
   draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272)
   draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336)
   draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400)
 end
end
#==============================================================================
# ■ End Window_Status
#==============================================================================

#===============================================================================
# ■ Ring Menu Modification by Reno-s--Joker v 1.2
#===============================================================================
# This is a simple aesthetic modification to this awesome Ring Menu I found.
# It makes a small change to the actor selection window, making it available
# at all times instead of popping up on the side of the screen when it's needed.
# It also integrates the location window into the player select window, and I
# have added an animated status window.
# Note that this mod reduces the area of the screen where the ring menu looks
# good/is visible. You can remove the show player location function to counter
# this.
#
# This updated version features a suggestion by Starrodkirby86 for the addon
# windows to be moved to the top or bottom of the screen according to the
# player's position.
# It also includes a request by Kagutsuchi for the encounter chance to appear
# in the menu and some other minor script modifications.
#
# I've also included an experimental version of the ring menu for the title
# screen.
#
# In v 1.2, I have included a feature which moves the ring menu when the player
# is at the edges of the screen, the credits for which go to Landith and Aqua.
#
# If you have any issues with my modification, please report them at
# chaos-project.org
# Original script authors see below.
#===============================================================================
# ■ Ring Menu - Show Player Location - Release #1 (Edited By Dubealex)
#===============================================================================
# For more infos and update, visit:
# rmxp.dubealex.com [OR] X-RPG V2 Forum
#
# Original Ring Menu by: 和希 (From XRXS)
# Original Edit and Fix by: Maki
# Show Player Location Version by: Dubealex
#
# You can customize this script at line #35 - Have fun !!
# If you want to show more stuff, its easy to do, just ask, and I will release
# new version of this edited script !
#
# alex@dubealex.com
#===============================================================================

#===============================================================================
# ▼ CLASS Scene_Menu Begins
#===============================================================================
class Scene_Menu
#--------------------------------------------------------------------------
# œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
#     menu_index : ƒRƒ}ƒ"ƒh,̃J[ƒ\ƒ‹‰ŠúˆÊ'u
#     I modified it to get rid of unnecessary config variables
#--------------------------------------------------------------------------
def initialize(menu_index = 0, actor_index = 0)
  @menu_index = menu_index
  @actor_index = actor_index # New addition for new window
  $ring_menu_text=[]
  $chara_select=[]
  @window_opacity=[]
 
#-------------------------------------------------------------------------------
# ■ Ring Menu Customization Section: (By Dubealex)
#-------------------------------------------------------------------------------
# Those variables defines how the script will act.
# Simply change the value by those you want.
# Remember that changing the font size has its limitation due to text space
# allocation.
#
# This section has been modified to remove some unused variables
   
# ▼ SHOW LOCATION WINDOW SETTINS:
   @window_opacity[0]=200                             # Border Opacity
   @window_opacity[1]=32                             # Background Opacity
   
# ▼  TEXT SETTINGS FOR INSIDE THE RING MENU:
   $ring_menu_text[0]="Tahoma"      # Font Type
   $ring_menu_text[1]="Items"         # Items Menu Text
   $ring_menu_text[2]="Skills"          # Skills Menu Text
   $ring_menu_text[3]="Equip"         # Equip Menu Text
   $ring_menu_text[4]="Stats"          # Stats Menu Text
   $ring_menu_text[5]="Save"          # Save Menu Text
   $ring_menu_text[6]="Exit Game"           # Quit Menu Text
   $ring_menu_text[7]=0                  # Font Color
   $ring_menu_text[8]=22                # Font Size
   
# ▼  CHARACTER SELECTION WINDOW SETTINGS :
   $chara_select[0]="Tahoma"       # Font Type
   $chara_select[1]=0                   # Font Color
   $chara_select[5]=22                  # Font Size
   $chara_select[2]=255               # Window Border Opacity
   $chara_select[3]=130               # Window Background Opacity
   $chara_select[4]="001-Blue01"  # Window Skin to use
#-------------------------------------------------------------------------------
end
#--------------------------------------------------------------------------
# Main
#--------------------------------------------------------------------------
def main
  @actor = $game_party.actors[@actor_index]
  # Setup for all the new windows
  @playtime_window = Window_PlayTime.new
     @playtime_window.x = 492
     @playtime_window.opacity = @window_opacity[0]
     @playtime_window.back_opacity = @window_opacity[1]
   @steps_window = Window_Steps.new
     @steps_window.x = 0
     @steps_window.opacity = @window_opacity[0]
     @steps_window.back_opacity = @window_opacity[1]
   @gold_window = Window_Gold.new
     @gold_window.x = 492
     @gold_window.opacity = @window_opacity[0]
     @gold_window.back_opacity = @window_opacity[1]
   @status_window = Window_Status.new(@actor)
     @status_window.active = false
     @status_window.x = 80
     @status_window.z = 1999
     @status_window.opacity = @window_opacity[0]
     @status_window.back_opacity = 200
 
  # ƒXƒvƒ‰ƒCƒgƒZƒbƒg,ðì¬
  @spriteset = Spriteset_Map.new
  # ƒRƒ}ƒ"ƒhƒEƒBƒ"ƒhƒE,ðì¬
 
  # This section by Dubealex makes the menu appear centred around the actor.
  # In version 1.2 it incorporates the option for an edge screen hiding fix
  # (where parts of the menu can't be seen near the edges of the screen) by
  # Landith and Aqua.
  # Set it to true or false in the config.
  unless RM_CFG::Edge_Hide_Fix == true
    px = $game_player.screen_x - 15
    py = $game_player.screen_y - 24
  else
    if $game_player.screen_x >= 576
      px = $game_player.screen_x - 15 - 64
    elsif $game_player.screen_x <= 64
      px = $game_player.screen_x - 15 + 64
    else
      px = $game_player.screen_x - 15
    end
   if $game_player.screen_y >= 416
    py = $game_player.screen_y - 24 - 64
   elsif $game_player.screen_y <= 64
    py = $game_player.screen_y - 24 + 64
   else
    py = $game_player.screen_y - 24
   end
 end
  @command_window = Window_RingMenu.new(px,py)
 
  @command_window.index = @menu_index
  # ƒp[ƒeƒBl",ª 0 l,̏ꍇ
   # If number of party members is 0
     if $game_party.actors.size == 0
       # Disable items, skills, equipment, status and save
       @command_window.disable_item(0)
       @command_window.disable_item(1)
       @command_window.disable_item(2)
       @command_window.disable_item(3)
       @command_window.disable_item(4)
     end
  @command_window.z = 100
   # If save is forbidden
     if $game_system.save_disabled
       # Disable save
       @command_window.disable_item(4)
     end
  # ƒXƒe[ƒ^ƒXƒEƒBƒ"ƒhƒE,ðì¬
  @party_window = Window_RingMenuParty.new
  @party_window.x = 148
  @party_window.z = 200
  @party_window.height = 128
  @party_window.opacity=255
  @party_window.back_opacity=255
  @party_window.visible = true
  @party_window.active = false
 
#--------------------------------------------------------------------------
# This new section was suggested by Starrodkirby86 - Thanks! ;)
# It determines where to move the addon menu windows according to the player's
# position - to the top or to the bottom of the screen.
#--------------------------------------------------------------------------  
   if $game_player.screen_y < 352
    @playtime_window.y = 352
    @steps_window.y = 352
    @gold_window.y = 416
    @status_window.y = -320
    @party_window.y = 352
   elsif $game_player.screen_y >= 352
    @playtime_window.y = 0
    @steps_window.y = 0
    @gold_window.y = 64
    @status_window.y = 800
    @party_window.y = 0
   end
 
  # 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
  @playtime_window.dispose
  @steps_window.dispose
  @gold_window.dispose
  @status_window.dispose
  @command_window.dispose
  @party_window.dispose
end
#--------------------------------------------------------------------------
# œ ƒtƒŒ[ƒ€XV
#--------------------------------------------------------------------------
def update
  # ƒEƒBƒ"ƒhƒE,ðXV
  @playtime_window.update
  @steps_window.update
  @gold_window.update
  @status_window.update
  @command_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_party ,ðŒÄ,Ô
  if @party_window.active
    @party_window.update
    update_party
    return
  end
  if @status_window.active
    if $game_player.screen_y < 352
      if @status_window.y < 16
        @status_window.y += 16 # This animates the window
      end
    elsif $game_player.screen_y >= 352
      if @status_window.y > 144
        @status_window.y -= 16 # This animates the window
      end
    end
      update_playerstatus
     return
   end
 end
 def update_playerstatus
   if Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
     if $game_player.screen_y < 352
       @status_window.y = -320
     else
       @status_window.y = 800
     end
     @status_window.active = false
     @party_window.active = true
   end
 end
#--------------------------------------------------------------------------
 # * Frame Update (when command window is active)
 #--------------------------------------------------------------------------
 def update_command
  # B ƒ{ƒ^ƒ",ª‰Ÿ,³,ê,½ê‡
  if Input.trigger?(Input::B)
    # ƒLƒƒƒ"ƒZƒ‹ SE ,ð‰‰'t
    $game_system.se_play($data_system.cancel_se)
    # ƒ}ƒbƒv‰æ-Ê,ɐØ,è'Ö,¦
    $scene = Scene_Map.new
    return
  end
  # C ƒ{ƒ^ƒ",ª‰Ÿ,³,ê,½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  # item
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Switch to item screen
       $scene = Scene_Item.new
   when 1  # skill
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Make status window active
       @command_window.active = false
       @party_window.active = true
       @party_window.visible = true
       @party_window.index = 0
   when 2  # equipment
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Make status window active
       @command_window.active = false
       @party_window.active = true
       @party_window.visible = true
       @party_window.index = 0
   when 3 # Status selected
       $game_system.se_play($data_system.decision_se)
       @command_window.active = false
       @party_window.active = true
       @party_window.visible = true
       @party_window.index = 0
   when 4  # save
       # If saving is forbidden
       if $game_system.save_disabled
         # Play buzzer SE
         $game_system.se_play($data_system.buzzer_se)
         return
       end
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Switch to save screen
       $scene = Scene_Save.new
   when 5  # end game
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Switch to end game screen
       $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,ê,½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,ê,½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_party
  # B ƒ{ƒ^ƒ",ª‰Ÿ,³,ê,½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
    @party_window.active = false
    @party_window.index = -1
    return
  end
  # C ƒ{ƒ^ƒ",ª‰Ÿ,³,ê,½ê‡
 if Input.trigger?(Input::C)
     # Branch by command window cursor position
     case @command_window.index
     when 1  # skill
       # If this actor's action limit is 2 or more
       if $game_party.actors[@party_window.index].restriction >= 2
         # Play buzzer SE
         $game_system.se_play($data_system.buzzer_se)
         return
       end
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Switch to skill screen
       $scene = Scene_Skill.new(@party_window.index)
     when 2  # equipment
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Switch to equipment screen
       $scene = Scene_Equip.new(@party_window.index)
     when 3  # status
       # Play decision SE
       $game_system.se_play($data_system.decision_se)
       # Switch to status screen
       @actor = $game_party.actors[@party_window.index]
       @status_window.update_actor(@actor)
       @status_window.active = true
       @party_window.active = false
     end
     return
   end
end
end
#===============================================================================
# ▲ CLASS Scene_Menu Ends
#===============================================================================

#===============================================================================
# ▼ CLASS Window_RingMenu Begins
# This is mostly the original ring menu script and was not created by me.
# Therefore I have left the (unreadble) comments untouched.
# Some minor modifcations have been made to accomodate extra menu entries.
#===============================================================================
class Window_RingMenu < Window_Base
#--------------------------------------------------------------------------
# › ƒNƒ‰ƒX'è"
#--------------------------------------------------------------------------
STARTUP_FRAMES = 20
MOVING_FRAMES = 5  
RING_R = 64      
ICON_ITEM    = RPG::Cache.icon(RM_CFG::Item_Icon)
ICON_SKILL   = RPG::Cache.icon(RM_CFG::Skill_Icon)
ICON_EQUIP   = RPG::Cache.icon(RM_CFG::Equip_Icon)
ICON_STATUS  = RPG::Cache.icon(RM_CFG::Status_Icon)
ICON_SAVE    = RPG::Cache.icon(RM_CFG::Save_Icon)
ICON_EXIT    = RPG::Cache.icon(RM_CFG::Exit_Icon)
ICON_DISABLE = RPG::Cache.icon(RM_CFG::Disabled_Icon)
SE_STARTUP = RM_CFG::Openmenu_Se
MODE_START = 1
MODE_WAIT  = 2
MODE_MOVEL = 3
MODE_MOVER = 4
#--------------------------------------------------------------------------
# › ƒAƒNƒZƒT
#--------------------------------------------------------------------------
attr_accessor :index
#--------------------------------------------------------------------------
# The stuff in the section below can be accomodated for new menu entries
#--------------------------------------------------------------------------
def initialize( center_x, center_y )
  super(0, 0, 640, 480)
  self.contents = Bitmap.new(width-32, height-32)
  self.contents.font.name = $ring_menu_text[0]
  self.contents.font.color = text_color($ring_menu_text[7])
  self.contents.font.size = $ring_menu_text[8]
  self.opacity = 0
  self.back_opacity = 0
  s1 = $ring_menu_text[1]
  s2 = $ring_menu_text[2]
  s3 = $ring_menu_text[3]
  s4 = $ring_menu_text[4]
  s5 = $ring_menu_text[5]
  s6 = $ring_menu_text[6]
  @commands = [s1, s2, s3, s4, s5, s6]
  # I changed this to prevent glitches when modifying the number of menu items
  @item_max = @commands.size
  @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•\ަ
  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_menu_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_menu_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_menu_item(x, y, i)
  end
  @steps -= 1
  if @steps < 1
    @mode = MODE_WAIT
  end
end
#--------------------------------------------------------------------------
# œ €-Ú,Ì•`‰æ
#     x :
#     y :
#     i : €-Ú"ԍ†
#--------------------------------------------------------------------------
def draw_menu_item(x, y, i)
  #p "x=" + x.to_s + " y=" + y.to_s + " i=" + @items.to_s
  rect = Rect.new(0, 0, @items.width, @items.height)
  if @index == i
    self.contents.blt( x, y, @items, rect )
    if @disabled[@index]
      self.contents.blt( x, y, ICON_DISABLE, rect )
    end
  else
    self.contents.blt( x, y, @items, rect, 128 )
    if @disabled[@index]
      self.contents.blt( x, y, ICON_DISABLE, rect, 128 )
    end
  end
end
#--------------------------------------------------------------------------
# œ €-Ú,ð-³Œø,É,·,é
#     index : €-Ú"ԍ†
#--------------------------------------------------------------------------
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
#===============================================================================
# ▲ CLASS Window_RingMenu Ends
#===============================================================================

#===============================================================================
# ▼ CLASS Window_RingMenuParty Begins
#===============================================================================

class Window_RingMenuParty < Window_Selectable
#--------------------------------------------------------------------------
# Sets up the new actor selection window
#--------------------------------------------------------------------------
def initialize
  super(0, 0, 344, 128)
  self.contents = Bitmap.new(width - 32, height - 32)
  self.contents.font.size = 20
  refresh
  self.active = false
  self.index = -1
end
#--------------------------------------------------------------------------
# Draws the party's actors and their info into the window
#--------------------------------------------------------------------------
def refresh
  self.contents.clear
  self.windowskin = RPG::Cache.windowskin($chara_select[4])
  self.contents.font.name = $chara_select[0]
  self.contents.font.color = text_color($chara_select[1])
  @item_max = $game_party.actors.size
  for i in 0...$game_party.actors.size
    x = 86 * i
    y = 0
    actor = $game_party.actors
    draw_actor_graphic(actor, x+24, y+48)
    draw_actor_name(actor, x-8, y+32+14)
    draw_actor_level(actor, x, y + 48+14)
  end
end
#--------------------------------------------------------------------------
# Defines the drawing processes
#--------------------------------------------------------------------------
 def draw_actor_name(actor, x, y)
   self.contents.font.color = system_color
   self.contents.draw_text(x, y, 64, 32, actor.name, 1)
 end
 def draw_actor_level(actor, x, y)
   self.contents.font.color = system_color
   self.contents.draw_text(x, y, 32, 32, "Lvl")
   self.contents.font.color = normal_color
   self.contents.draw_text(x + 24, y, 24, 32, actor.level.to_s, 2)
 end
#--------------------------------------------------------------------------
# Updates the selection rectangle
#--------------------------------------------------------------------------
def update_cursor_rect
  if @index < 0 or @index > $game_party.actors.size - 1
    self.cursor_rect.empty
    return
  elsif @index >= 0 and @index <= $game_party.actors.size - 1
    self.cursor_rect.set((@index * 86)-7, 0, 64, 96)
  end
end
#--------------------------------------------------------------------------
# Moves the cursor rectangle and prevents it from going off the screen
#--------------------------------------------------------------------------
def update
  if @index >= 0 and @index <= $game_party.actors.size - 1
    if Input.repeat?(Input::RIGHT)
         $game_system.se_play($data_system.cursor_se)
         @index += 1
    end
    if Input.repeat?(Input::LEFT)
         $game_system.se_play($data_system.cursor_se)
         @index -= 1
    end
    update_cursor_rect
  elsif @index < 0
    @index = $game_party.actors.size - 1
  elsif @index > $game_party.actors.size - 1
    @index = 0
  else
    self.cursor_rect.empty
    return
  end
end
end
#===============================================================================
# ▲ CLASS Window_RingMenuParty Ends
#===============================================================================

#===============================================================================
# ▼ CLASS Game_Map Additional Code Begins
#===============================================================================
class Game_Map
#Dubealex Addition (from XRXS) to show Map Name on screen
# This is also necessary for the new Window_Steps
def name
  $map_infos[@map_id]
end
end
#===============================================================================
# ▲ CLASS Game_Map Additional Code Ends
#===============================================================================

#===============================================================================
# ▼ CLASS Scene_Title Additional Code Begins
#===============================================================================
class Scene_Title
# Dubealex Addition (from XRXS) to show Map Name on screen
# This is also necessary for the new Window_Steps
  $map_infos = load_data("Data/MapInfos.rxdata")
  for key in $map_infos.keys
    $map_infos[key] = $map_infos[key].name
  end
end
#===============================================================================
# ▲ CLASS Scene_Title Additional Code Ends
#===============================================================================

#===============================================================================
# ▲ Ring Menu Script Ends
#===============================

Wizered67

Don't use my Speed Menu, its terrible. As for your problem, I think someone made a script for the Blizz-ABS pre-menu that doesn't pause enemies, so maybe you can see how they did it.

jyumai

Quote from: Wizered67 on May 24, 2011, 06:50:00 pm
Don't use my Speed Menu, its terrible. As for your problem, I think someone made a script for the Blizz-ABS pre-menu that doesn't pause enemies, so maybe you can see how they did it.


Thanks, I'll look out for it. Hopefully I find something good :3