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[VX] Moving the Spin40 Graphic in Ziffee Spin Command

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**
Rep: +0/-0Level 70
RMRK Junior
Hey all,

I was fooling around with the Ziifee Spin Command script today and I thought about changing the image up so that it acts as almost a frame. I resize the image to fit aesthetically and I boot up the game... and the image is off to the right and a little low.

I thought that it was no big deal and that it's a simple fix until I realized that the script is written a little... differently than most. I couldn't find a define "x/y" for the image and that I honestly didn't know what I was looking at.

Stumped, I told myself I may as well ask the people on the interwebs to help me out. I'm essentially looking for a way to manually move the location of the "spin40" graphic. Any help is appreciateed.

Script:
Code: [Select]
# ★ change BATORUREIAUTO
# SUTETOAIKON material, the use of animation, recommended
# Edited by: Aranarther (Credit Ziifee)
#================================================= =============================
# â–  Ziifee
#================================================= =============================

module Zii
   # â–¼ icon (� 16 + vertical side - 1)
   ATTACK = 1 # attack (basic)
   GUARD = 52 # defense
   SKILL = 133 # skills
   ITEM = 144 # item
   ESCAPE = 48 # escape
 
   # â–¼ rotation (a "positive" or "reverse" Cart)
   TURN = "reverse"
 
  #------------------------------------------------- -------------------------
  # ● normal rotation of judgement
  #------------------------------------------------- -------------------------
  def self.turn_normal?
    return false if TURN == "reverse"
    return true if TURN == "positive"
    return true
  end
end

#==============================================================================
# �� Window_SpinCommand
#------------------------------------------------------------------------------
# �@���]�p�R�}���h�I�����s���E�B���h
�E�����B
#==============================================================================

class Window_SpinCommand < Window_Base
  attr_reader   :index                    # �J�[�\�����u
  attr_reader   :help_window              # �w���v�E�B���h�E
  def initialize(cx, cy, commands, setting = {})
    @radius    = setting.has_key?("R") ? setting["R"] : 40  # �`�����a
    @speed     = setting.has_key?("S") ? setting["S"] : 36  # ���]����
    @spin_back = setting.has_key?("G") ? setting["G"] : ""  # �w�i����
    @spin_line = setting.has_key?("L") ? setting["L"] : nil # �������u
    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                                    # �R�}���h
    @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
  #--------------------------------------------------------------------------
  # �� ���t���b�V�� �o�O�����p
  #--------------------------------------------------------------------------
  def refresh
    set_spin
  end
  #--------------------------------------------------------------------------
  # �� �������`�� �o�O�����p
  #--------------------------------------------------------------------------
  def draw_item(index, enabled = true)
    @commands[index][3] = enabled
    set_spin
  end
  #--------------------------------------------------------------------------
  # �� �������R�}���h������������
  #--------------------------------------------------------------------------
  def command_name(index = @index)
    return "" if index < 0
    name = @commands[index][0]
    return name != nil ? name : ""
  end
  #--------------------------------------------------------------------------
  # �� �R�}���h������������
  #--------------------------------------------------------------------------
  def command_kind(index)
    result = @commands[index][1]
    return result != nil ? result : ""
  end
  #--------------------------------------------------------------------------
  # �� �R�}���h������ ������
  #--------------------------------------------------------------------------
  def command_pull(index)
    result = @commands[index][2]
    return result != nil ? result : ""
  end
  #--------------------------------------------------------------------------
  # �� �R�}���h���L���t���O������
  #--------------------------------------------------------------------------
  def command_enabled?(index)
    result = @commands[index][3]
    return result != nil ? result : true
  end
  #--------------------------------------------------------------------------
  # �� ���O�����u�� index ����������
  #--------------------------------------------------------------------------
  def set_index(name)
    n = -1
    for i in 0...@commands.size
      n = i if @commands[i][0] == name
    end
    @index = n if n >= 0
    update_cursor
    call_update_help
    set_spin
  end
  #--------------------------------------------------------------------------
  # �� �J�[�\�����u������
  #     index : �V�����J�[�\�����u
  #--------------------------------------------------------------------------
  def index=(index)
    @index = index
    update_cursor
    call_update_help
    set_spin
  end
  #--------------------------------------------------------------------------
  # �� ���S��X���W������
  #--------------------------------------------------------------------------
  def center_x
    return contents.width / 2
  end
  #--------------------------------------------------------------------------
  # �� ���S��Y���W������
  #--------------------------------------------------------------------------
  def center_y
    return contents.height / 2
  end
  #--------------------------------------------------------------------------
  # �� ������������
  #--------------------------------------------------------------------------
  def item_max
    return @commands.size
  end
  #--------------------------------------------------------------------------
  # �� �w�i������ (�����` ����)
  #--------------------------------------------------------------------------
  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
  #--------------------------------------------------------------------------
  # �� �X�s���A�C�R�����p�x�����������ï
¿½ï¿½ï¿½
  #--------------------------------------------------------------------------
  def angle_size
    return (Math::PI * 2 / item_max)
  end
  #--------------------------------------------------------------------------
  # �� �X�s���A�C�R�����]�����J�E���g ����������
  #--------------------------------------------------------------------------
  def set_spin_count
    @spin_count = angle_size * 360 / @speed
    set_spin(true)
  end
  #--------------------------------------------------------------------------
  # �� �X�s������ �����s
  #     spin : ���]�t���O (true �������]��)
  #--------------------------------------------------------------------------
  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
  #--------------------------------------------------------------------------
  # �� �t���[���X�V
  #--------------------------------------------------------------------------
  def update
    super
    update_cursor
    if @spin_count > 0
      @spin_count -= 1
      set_spin(@spin_count >= 1)
      return
    end
    update_command
  end
  #--------------------------------------------------------------------------
  # �� �R�}���h���������\����
  #--------------------------------------------------------------------------
  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
  #--------------------------------------------------------------------------
  # �� �R�}���h���E������
  #--------------------------------------------------------------------------
  def command_right
    @index = (@index + 1) % item_max
    @spin_right = true
    set_spin_count
  end
  #--------------------------------------------------------------------------
  # �� �R�}���h����������
  #--------------------------------------------------------------------------
  def command_left
    @index = (@index - 1 + item_max) % item_max
    @spin_right = false
    set_spin_count
  end
  #--------------------------------------------------------------------------
  # �� �R�}���h�I�����X�V
  #--------------------------------------------------------------------------
  def update_command
    if command_movable?
      if Input.press?(Input::LEFT)
        Sound.play_cursor
        Zii.turn_normal? ? command_right : command_left
      end
      if Input.press?(Input::RIGHT)
        Sound.play_cursor
        Zii.turn_normal? ? command_left : command_right
      end
    end
    call_update_help
  end
  #--------------------------------------------------------------------------
  # �� �J�[�\�����X�V
  #--------------------------------------------------------------------------
  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
  #--------------------------------------------------------------------------
  # �� �w���v�E�B���h�E������
  #     help_window : �V�����w���v�E�B���h�E
  #--------------------------------------------------------------------------
  def help_window=(help_window)
    @help_window = help_window
    call_update_help
  end
  #--------------------------------------------------------------------------
  # �� �w���v�E�B���h�E�X�V���\�b�h�������o��
  #--------------------------------------------------------------------------
  def call_update_help
    if self.active and @help_window != nil
       update_help
    end
  end
  #--------------------------------------------------------------------------
  # �� �w���v�E�B���h�E���X�V (���e���p���������`����)
  #--------------------------------------------------------------------------
  def update_help
  end
end

#==============================================================================
# �� Window_ActorCommand
#==============================================================================

class Window_ActorCommand < Window_SpinCommand
  #--------------------------------------------------------------------------
  # �� �I�u�W�F�N�g������
  #--------------------------------------------------------------------------
  def initialize
    set = []
    set.push([Vocab::attack, "icon", Zii::ATTACK, true])
    set.push([Vocab::skill,  "icon", Zii::SKILL,  true])
    set.push([Vocab::guard,  "icon", Zii::GUARD,  true])
    set.push([Vocab::item,   "icon", Zii::ITEM,   true])
    if $game_troop.can_escape
     set.push([Vocab::escape, "icon", Zii::ESCAPE, true])
    end
    super(72, 356, set, {"R"=>40, "S"=>52, "G"=>"Spin40", "L"=>-12})
    self.active = false
    set_spin
  end
  #--------------------------------------------------------------------------
  # �� �Z�b�g�A�b�v
  #     actor : �A�N�^�[
  #--------------------------------------------------------------------------
  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
#==============================================================================
# �� Scene_Battle
#------------------------------------------------------------------------------
# �@�o�g���������������s���N���Xï¿
½ï¿½ï¿½ï¿½ï¿½B
#==============================================================================

class Scene_Battle < Scene_Base
  #--------------------------------------------------------------------------
  # �� �����\���r���[�|�[�g������
  #--------------------------------------------------------------------------
  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
    @status_window.y = 288
    #@actor_command_window.x = 530
  end
  #--------------------------------------------------------------------------
  # �� �����\���r���[�|�[�g���X�V
  #--------------------------------------------------------------------------
  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
  #--------------------------------------------------------------------------
  # �� �A�N�^�[�R�}���h�I�����J�n
  #--------------------------------------------------------------------------
  alias :neomemo13_start_actor_command_selection :start_actor_command_selection
  def start_actor_command_selection
    neomemo13_start_actor_command_selection
    @actor_command_window.active = true
    @actor_command_window.visible = true
  end
end
« Last Edit: May 15, 2011, 06:13:14 AM by GregAzrael »

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Well, no guarantees, but a little look through the script and I say maybe you could try altering this part of the code:

Code: [Select]

  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

The first 12 in the self.contents.blt line is the x postion, while the second 12 is the y position. It doesn't give you a lot of wiggle room though, since he did it all in a window. It may be necessary to resize the window. But, for now, try changing it to:

Code: [Select]
    self.contents.blt(0, 0, bitmap, rect)

and see if that gives you enough room.

**
Rep: +0/-0Level 70
RMRK Junior
That did the trick. Thank you, sir!