Janela de Gold (Junto com o Menu)

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    Janela de Gold (Junto com o Menu)

    Mensagem por Equinho em Seg Dez 01, 2014 7:30 pm

    Galera Preciso de Uma Ajuda!   Confuse
    Eu Quero uma Janela de Gold Junto com o Menu!  Wink  Successful Cool






    Esse é o Menu, e eu quero que abaixo de Localização Apareça uma Janela Mostrando o Gold do Jogador xD (Para RPG Maker XP Offline) ;-;


    Script do Menu:
    "#===================================================[/i:

    # ■ Ring Menu - Show Player Location - Release #1 (Enhanced By Dubealex)
    #===================================================
    # For more infos and update, visit:
    # asylum.dubealex.com
    #
    # Original Ring Menu by: 和希 (From XRXS)
    # Original Edit and Fix by: Maki
    # Show Player Location Version by: Dubealex
    #
    # You can customize this script at line #35 - Have fun !!
    # If you want to show more stuff, its easy to do, you can try to ask in the forum.
    #
    # alex@dubealex.com
    #===================================================
     
     
    #===================================================
    # ▼ CLASS Scene_Menu Begins
    #===================================================
     
    class Scene_Menu
    #--------------------------------------------------------------------------
    # œ ƒIƒuƒWƒFƒNƒg‰Šú‰»
    #     menu_index : ƒRƒ}ƒ“ƒh‚̃J[ƒ\ƒ‹‰ŠúˆÊ’u
    #--------------------------------------------------------------------------
    def initialize(menu_index = 0)
       @menu_index = menu_index
       $location_text=[]
       $window_size=[]
       $ring_menu_text=[]
       $chara_select=[]
       @window_opacity=[]
       @chara_select=[]
       @window_position=[]
     
        #--------------------------------------------------------------------------------------------------
        # ■ Ring Menu Customization Section: (By Dubealex)
        #--------------------------------------------------------------------------------------------------
        # Those variables defines how the script will act.
        # Simply change the value by those you want.
        # Remember that changing the font size has its limitation due to text space allocation.
        #
        # ▼ TEXT SETTINGS FOR SHOW PLAYER LOCATION WINDOW:
        $location_text[0]="Tahoma"      # Font Type
        $location_text[1]=22                # Font Size
        $location_text[2]=6                  # Location Title Color
        $location_text[4]=0                  # Map Name Color
        $location_text[3]="Localização:"     # Customize the "Location" Title Text
       
        # ▼ SHOW LOCATION WINDOW SETTINS:
        @show_location_window=true                       #Set to false to not use it !
        @window_opacity[0]=255                             # Border Opacity
        @window_opacity[1]=130                             # Background Opacity
        $window_location_skin="WindowSkin"            # Window Skin
        @window_position[0]=20                             # X Axis Position
        @window_position[1]=20                             # Y Axis Position
        $window_size[0]=160                                  # Lengh
        $window_size[1]=96                                    # Heigh
       
        # ▼  TEXT SETTINGS FOR INSIDE THE RING MENU:
        $ring_menu_text[0]="Tahoma"      # Font Type
        $ring_menu_text[7]=10                  # Font Color
        $ring_menu_text[8]=22                # Font Size
        $ring_menu_text[1]="Itens"         # Items Menu Text
        $ring_menu_text[2]="Habilidades"          # Skills Menu Text
        $ring_menu_text[3]="Equipamentos"         # Equip Menu Text
        $ring_menu_text[4]="Status"          # Stats Menu Text
        $ring_menu_text[5]="Salvar"          # Save Menu Text
        $ring_menu_text[6]="Sair do Jogo"           # Quit Menu Text
       
        # ▼  CHARACTER SELECTION WINDOW SETTINGS :
        @chara_select[0]=400               # X Axis Position
        @chara_select[1]=0                  # Y Axis Position
        $chara_select[0]="Tahoma"       # Font Type
        $chara_select[1]=0                   # Font Color
        $chara_select[5]=22                  # Font Size
        $chara_select[2]=255               # Window Border Opacity
        $chara_select[3]=130               # Window Background Opacity
        $chara_select[4]="WindowSkin"  # Window Skin to use
       #--------------------------------------------------------------------------------------------------
     
    end
    #--------------------------------------------------------------------------
    # œ ƒƒCƒ“ˆ—
    #--------------------------------------------------------------------------
    def main
     
       # Show Player Location Feature:
       if @show_location_window==true    
       @window_location = Window_Location.new
          @window_location.x = @window_position[0]
          @window_location.y = @window_position[1]
          @window_location.opacity = @window_opacity[0]
          @window_location.back_opacity = @window_opacity[1]
          end
       #End of Show Player Location
     
       # 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 $game_system.save_disabled
         # ƒZ[ƒu‚𖳌ø‚É‚·‚é
         @command_window.disable_item(4)
       end
       # ƒXƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ðì¬
       @status_window = Window_RingMenuStatus.new
       @status_window.x = @chara_select[0]
       @status_window.y = @chara_select[1]
       @status_window.z = 200
       @status_window.opacity=$chara_select[2]
       @status_window.back_opacity=$chara_select[3]
       @status_window.visible = false
       # 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
       if @show_location_window==true
       @window_location.dispose
       end
       @command_window.dispose
       @status_window.dispose
    end
    #--------------------------------------------------------------------------
    # œ ƒtƒŒ[ƒ€XV
    #--------------------------------------------------------------------------
    def update
       # ƒEƒBƒ“ƒhƒE‚ðXV
       if @show_location_window==true
       @window_location.update
       end
       @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
     
    #===================================================
    # ▲ CLASS Scene_Menu Ends
    #===================================================
     
     
    #===================================================
    # ▼ CLASS Window_RingMenu  Begins
    #===================================================
    class Window_RingMenu < Window_Base
    #--------------------------------------------------------------------------
    # › ƒNƒ‰ƒX’萔
    #--------------------------------------------------------------------------
    STARTUP_FRAMES = 20
    MOVING_FRAMES = 5  
    RING_R = 64        
    ICON_ITEM   = RPG::Cache.icon("034-Item03")
    ICON_SKILL  = RPG::Cache.icon("044-Skill01")
    ICON_EQUIP  = RPG::Cache.icon("001-Weapon01")
    ICON_STATUS = RPG::Cache.icon("050-Skill07")
    ICON_SAVE   = RPG::Cache.icon("038-Item07")
    ICON_EXIT   = RPG::Cache.icon("046-Skill03")
    ICON_DISABLE= RPG::Cache.icon("")
    SE_STARTUP = "056-Right02"
    MODE_START = 1
    MODE_WAIT  = 2
    MODE_MOVER = 3
    MODE_MOVEL = 4
    #--------------------------------------------------------------------------
    # › 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 = $ring_menu_text[0]
       self.contents.font.color = text_color($ring_menu_text[7])
       self.contents.font.size = $ring_menu_text[8]
       self.opacity = 0
       self.back_opacity = 0
       s1 = $ring_menu_text[1]
       s2 = $ring_menu_text[2]
       s3 = $ring_menu_text[3]
       s4 = $ring_menu_text[4]
       s5 = $ring_menu_text[5]
       s6 = $ring_menu_text[6]
       @commands = [ s1, s2, s3, s4, s5, s6 ]
       @item_max = 6
       @index = 0
       @items = [ ICON_ITEM, ICON_SKILL, ICON_EQUIP, ICON_STATUS, ICON_SAVE, ICON_EXIT ]
       @disabled = [ false, false, false, false, false, false ]
       @cx = center_x - 16
       @cy = center_y - 16
       setup_move_start
       refresh
    end
    #--------------------------------------------------------------------------
    # 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.to_s
       rect = Rect.new(0, 0, @items[i].width, @items[i].height)
    [/i][/i]


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      Data/hora atual: Dom Dez 11, 2016 10:50 am