Dubealex & Hypershadow180s original XP Ring Menu, as well as Syvkals ring menu/li. #= # ** Ring Menu #- # by Syvkal # Version 1.1 # 06-23-08 #= #=# ** C O N F I G U R A T I O N S Y S T E M ** #=# Amount of frames for Startup Animation STARTUP_FRAMES = 20 # Amount of frames for Movement Animation MOVING_FRAMES = 15 # Radius of the Menu Ring RING_R = 75 # Disabled icon to display when disabled ICON_DISABLE = Cache :: picture ( 'menu09' ) #-D-O-N-O-T-T-O-U-C-H-# class Scene_Title =. The Graphical Object is claimed by GC (garbage disposal). Size = MOVEL = MOVING_FRAMES end #- # * Frame Update #- def update super if self. active if cursor_movable? last_index = if Input. We have to predict heatmap Yhat of dimensions ( W/R, H/R, C ), where R is the output stride, and C is the number of classes(80 in. repeat? ( Input :: RIGHT ) cursor_right end if Input. In the case of object detection, keypoints are the box center. repeat? ( Input :: LEFT ) cursor_left end if != last_index Sound. play_cursor end end refresh end end #- # * Refresh #- def refresh self. 1 WAIT end end - Draw Item x : draw spot x-coordinate y : draw spot y-coordinate index : item number - def drawitem ( x, y, index ) if if index drawcharacter (. characterindex, x, y, false ) end else rect Rect. Navigate to line 70, which should look like this: ringmenutext 6'Quit' Quit Menu Text This sets a string which will be the title of the menu item. Syvkal ring menu rpg maker mv update blt ( x, y, ICONDISABLE, rect ) end else self. The first thing you need to do is create the title which is displayed under the icon in the menu. clear case when START refresh_start when WAIT refresh_wait when MOVER refresh_move ( 1 ) when MOVEL refresh_move ( 0 ) end rect = Rect. Open your script editor and select the Ring Menu script in the list. draw_text ( rect,, 1 ) end #- # * Refresh Start Period #- def refresh_start d1 = 2. To_i draw_item ( x, y, i ) end -= 1 if < 1 = WAIT end end #- # * Refresh Wait Period #- def refresh_wait d = 2.Ġ * RING_R * / d = d1 * j + d2 * else r = RING_R d = d1 * j end x = + ( r * Math. If you don't want to use Syvkal's ring menu script for your menu then I can make it not require the Ring Menu script. There are a few Constants that are used from it. to_i draw_item ( x, y, i ) end end #- # * Refresh Movement Period #- def refresh_move ( mode ) d1 = 2. Yes the Syvkal's ring menu is the base script. 0 * Math :: PI / d2 = d1 / MOVING_FRAMES d2 *= - 1 if mode != 0 for i in 0. j = i - d = d1 * j + d2 * x = + ( RING_R * Math. to_i draw_item ( x, y, i ) end -= 1 if < 1 = WAIT end end #- # * Draw Item # x : draw spot x-coordinate # y : draw spot y-coordinate # index : item number #- def draw_item ( x, y, index ) if if = index draw_character (. character_index, x, y, false ) end else rect = Rect. Syvkal Ring Menu addon - Game End Menu Ring 1. Blt ( x, y, ICON_DISABLE, rect ) end else self.
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