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ТЕМА: Здесь вы можете заказать скрипты!
Здесь вы можете заказать скрипты! 15 года 1 мес. назад #28313
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Если необходимы какие либо скрипты, пишите здесь. Постараюсь сделать в течении нескольких дней.
Если вы скриптер, вливайтесь! |
Администратор запретил публиковать записи гостям.
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Здесь вы можете заказать скрипты! 15 года 1 мес. назад #28314
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Он прав.) Именно в этом разделе и просят скрипты для ХР мейкера. Один скрипт-одна отдельная тема.
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На седьмом столбе мудрости дома клана Тайра в Эдо написано: Каждый, кто не понимает разницу между небрежностью и качеством, старанием и поспешностью, - достоин сожаления.
Администратор запретил публиковать записи гостям.
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Здесь вы можете заказать скрипты! 15 года 1 мес. назад #28369
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Также есть возможности по модификации скриптов. Кому, как и что, обращаемся в этот пост. Постараемся решить ваши проблемы...
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Огромный любитель среброволосых или пепельноволосых 2D-девушек с хорошим характером или со скрытыми привлекательными чертами.
Администратор запретил публиковать записи гостям.
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Здесь вы можете заказать скрипты! 15 года 1 мес. назад #28370
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Довёл бы кто-нибудь до ума скрипт смены разрешений экрана. Чтоб до 100% работоспособности. Выровнять окна и текст во всех сценах. Корректную отрисовку на картах разных размеров. В общем - чтобы новичок взял, написал строчку ChangeResolution(800,600) в Main-е - и сразу всё пучком стало.
По-моему один из самых животрепещущих вопросов. Сделавший этот скрипт на пятёрку - будет очень большим молодцом. |
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Администратор запретил публиковать записи гостям.
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Здесь вы можете заказать скрипты! 15 года 1 мес. назад #28375
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2 mephis, Можно ссылочку на скрипт смены разрешений экрана
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Администратор запретил публиковать записи гостям.
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Здесь вы можете заказать скрипты! 15 года 1 мес. назад #28376
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Администратор запретил публиковать записи гостям.
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Здесь вы можете заказать скрипты! 15 года 1 мес. назад #28377
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Там ссылки на э-э-э пустоту ведут)))
Когда просматривал первый раз, не заметил спойлер. |
Администратор запретил публиковать записи гостям.
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Здесь вы можете заказать скрипты! 15 года 1 мес. назад #28378
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Да не, похоже ссылки там действительно сдохли. Я что-то не проверил сразу. Вот закачал на файлхостинг последнюю выкладывавшуюся версию: webfile.ru/3916855
Там файл scripts.rxdata, думаю знаешь что с ним делать. |
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Последнее редактирование: 15 года 1 мес. назад от mephis.
Администратор запретил публиковать записи гостям.
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Здесь вы можете заказать скрипты! 15 года 1 мес. назад #28385
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Да в принципе, если подумать наиболее лучшая система полного экрана у Нобеля... Там работоспособность хоть и не на 100% процентов, но вполне мощная. Но существует проблемка - пракически все скрипты Нобеля пишутся под SDK, а это очень и очень фиговенько.
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Огромный любитель среброволосых или пепельноволосых 2D-девушек с хорошим характером или со скрытыми привлекательными чертами.
Администратор запретил публиковать записи гостям.
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Здесь вы можете заказать скрипты! 15 года 1 мес. назад #28547
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Вобщем то не срочно, но чем скорее тем лучше - требуется скрипт освещения для XP версии. Ибо сами предметы достаточного света для создания атмосферы не дают
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Не мертво то, что в вечности пребудет. со смертью времени и смерть умрет.
Администратор запретил публиковать записи гостям.
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Здесь вы можете заказать скрипты! 15 года 1 мес. назад #28557
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Вроде уже выкладывали... Не помню точно где. Попробуй посмотреть в разделе "помощь" в теме "стихии". Там вроде есть такой скрипт.
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"Люди, Ангелы, Демоны... Есть ли между ними разница? Я не согласен с теми, кто утверждает, что Демоны - это абсолютное зло. Бывают Люди, гораздо хуже Демонов.И бывают Демоны куда более великодушные, чем Ангелы. Важно не то, кто ты, а то, кем ты хочешь быть..."
- Найн, Высший Демон - Dark Arts - The Wings of Angel
Администратор запретил публиковать записи гостям.
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Здесь вы можете заказать скрипты! 15 года 1 мес. назад #28559
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Sn@ke писал(а):
Вроде уже выкладывали... Не помню точно где. Попробуй посмотреть в разделе "помощь" в теме "стихии". Там вроде есть такой скрипт. Там не совсем то, что я хотел. Мне нужно не только "дневно-ночное" освещение и погодные еффекты, но и динамический искусственный свет, создаваемый различными фонарями, огнем, магией и другими источниками света на одном участке, и скрываемый тенью на другомУхх, что-то я намудрил, но описал требования, как умею. Надеюсь, кто то поймет |
Не мертво то, что в вечности пребудет. со смертью времени и смерть умрет.
Последнее редактирование: 15 года 1 мес. назад от Джекил.
Администратор запретил публиковать записи гостям.
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Здесь вы можете заказать скрипты! 15 года 1 мес. назад #28560
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Администратор запретил публиковать записи гостям.
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Здесь вы можете заказать скрипты! 15 года 1 мес. назад #28563
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mephis писал(а):Думаю пойдет, спасибо
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Не мертво то, что в вечности пребудет. со смертью времени и смерть умрет.
Администратор запретил публиковать записи гостям.
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Здесь вы можете заказать скрипты! 15 года 1 мес. назад #28587
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у меня почемуто скрипты не показываются... можите написать тут скрип и способ применения.... и у кого есть скрипт на Full Screen при запуске игры...
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Администратор запретил публиковать записи гостям.
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Здесь вы можете заказать скрипты! 15 года 4 нед. назад #28660
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nexus писал(а):
у меня почемуто скрипты не показываются... можите написать тут скрип и способ применения.... и у кого есть скрипт на Full Screen при запуске игры... вначале нажми на кнопку Spoiler. Далее, чуть ниже, на "Expand/Contract". |
Истина там, во тьме, и во тьме ты иди - мыслящий бродит во тьме.
В себя самого загляни, открой свою дорогу в Ничто. В Ничто ты войди, во тьму, и пойми: Пока ты во тьме, не может она быть Ничем - ведь там ты.
Администратор запретил публиковать записи гостям.
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Здесь вы можете заказать скрипты! 14 года 10 мес. назад #29878
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Заинтиресовал скрипт XP Greater Icons
Этот скрипт увеличивает размер иконок. Вот он. ВНИМАНИЕ: Спойлер! [ Нажмите, чтобы развернуть ][ Нажмите, чтобы скрыть ] #============================================================================== # ** Theory's Greater Icons # # This script allows you to set x and y sizes for your item and skill icons. # Be sure to make the files in your icons folder reflect this- it does not # stretch icons. This script was optimized for 50x50 icons, but any dimensions # larger than 30x30 and smaller than 200x200 should work. # # It required a small menu edit for quantity and SP cost locations; and will # not be compatible with most CMS's without editing. #============================================================================== module Theory_Greater_Icons Width = 40 Height = 40 Background = 'back' UncommonElement = 18 UncommonBackground = 'uncommon' UncommonColor = Color.new(255, 255, 255, 255) UncommonColorDisabled = Color.new(255, 255, 255, 128) RareElement = 19 RareBackground = 'rare' RareColor = Color.new(255, 255, 255, 255) RareColorDisabled = Color.new(255, 255, 255, 128) LegendaryElement = 20 LegendaryBackground = 'legendary' LegendaryColor = Color.new(255, 255, 255, 255) LegendaryColorDisabled = Color.new(255, 255, 255, 128) end #============================================================================== # ** Window_Selectable #============================================================================== class Window_Selectable # # * Public Instance Variables # attr_writer :oh # # * Text Cursor Height # def oh return @oh.nil? ? 32 : @oh end # # * Get Top Row # def top_row # Divide y-coordinate of window contents transfer origin by 1 row # height of self.oh return self.oy / self.oh end # # * Set Top Row # row : row shown on top # def top_row=(row) # If row is less than 0, change it to 0 # If row exceeds row_max - 1, change it to row_max - 1 row = [[row, 0].max, row_max - 1].min # Multiply 1 row height by 32 for y-coordinate of window contents # transfer origin self.oy = row * self.oh end # # * Get Number of Rows Displayable on 1 Page # def page_row_max # Subtract a frame height of 32 from the window height, and divide it by # 1 row height of self.oh return (self.height - 32) / self.oh end # # * Update Cursor Rectangle # def update_cursor_rect # If cursor position is less than 0 if @index < 0 self.cursor_rect.empty return end # Get current row row = @index / @column_max # If current row is before top row if row < self.top_row # Scroll so that current row becomes top row self.top_row = row end # If current row is more to back than back row if row > self.top_row + (self.page_row_max - 1) # Scroll so that current row becomes back row self.top_row = row - (self.page_row_max - 1) end # Calculate cursor width cursor_width = self.width / @column_max - 32 # Calculate cursor coordinates x = @index % @column_max * (cursor_width + 32) y = @index / @column_max * self.oh - self.oy if self.active == true # Update cursor rectangle self.cursor_rect.set(x, y, cursor_width, self.oh) end end end #============================================================================== # ** Window_Item # # This window displays items in possession on the item and battle screens. #============================================================================== class Window_Item < Window_Selectable # # * Object Initialization # def initialize super(0, 64, 640, 416) @column_max = 2 ##set the parent selectable height @oh = Theory_Greater_Icons::Height refresh self.index = 0 # If in battle, move window to center of screen # and make it semi-transparent if $game_temp.in_battle self.y = 64 self.height = 256 self.back_opacity = 160 end end # # * Get Item # def item return @data[self.index] end # # * Refresh # def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] # Add item for i in 1...$data_items.size if $game_party.item_number(i) > 0 @data.push($data_items) end end # Also add weapons and items if outside of battle unless $game_temp.in_battle for i in 1...$data_weapons.size if $game_party.weapon_number(i) > 0 @data.push($data_weapons) end end for i in 1...$data_armors.size if $game_party.armor_number(i) > 0 @data.push($data_armors) end end end # If item count is not 0, make a bit map and draw all items @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - Theory_Greater_Icons::Width, row_max * Theory_Greater_Icons::Height) for i in 0...@item_max draw_item(i) end end end # # * Draw Item # index : item number # def draw_item(index) item = @data[index] case item when RPG::Item number = $game_party.item_number(item.id) when RPG::Weapon number = $game_party.weapon_number(item.id) when RPG::Armor number = $game_party.armor_number(item.id) end x = 4 + index % 2 * (288 + Theory_Greater_Icons::Width) y = index / 2 * Theory_Greater_Icons::Height rect = Rect.new(x, y, self.width / @column_max - Theory_Greater_Icons::Width, Theory_Greater_Icons::Height) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) @bitmap = RPG::Cache.icon(item.icon_name) case item when RPG::Weapon weapon = $data_weapons[item.id] if weapon.element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = Theory_Greater_Icons::LegendaryColorDisabled self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::LegendaryBackground) elsif weapon.element_set.include?(Theory_Greater_Icons::RareElement) self.contents.font.color = Theory_Greater_Icons::RareColorDisabled self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::RareBackground) elsif weapon.element_set.include?(Theory_Greater_Icons::UncommonElement) self.contents.font.color = Theory_Greater_Icons::UncommonColorDisabled self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::UncommonBackground) elsif !weapon.element_set.include?(Theory_Greater_Icons::RareElement) and !weapon.element_set.include?(Theory_Greater_Icons::UncommonElement) and !weapon.element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = normal_color self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::Background) end when RPG::Armor armor = $data_armors[item.id] if armor.guard_element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = Theory_Greater_Icons::LegendaryColorDisabled self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::LegendaryBackground) elsif armor.guard_element_set.include?(Theory_Greater_Icons::RareElement) self.contents.font.color = Theory_Greater_Icons::RareColorDisabled self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::RareBackground) elsif armor.guard_element_set.include?(Theory_Greater_Icons::UncommonElement) self.contents.font.color = Theory_Greater_Icons::UncommonColorDisabled self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::UncommonBackground) elsif !armor.guard_element_set.include?(Theory_Greater_Icons::RareElement) and !armor.guard_element_set.include?(Theory_Greater_Icons::UncommonElement) and !armor.guard_element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = disabled_color self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::Background) end when RPG::Item itema = $data_items[item.id] if itema.element_set.include?(Theory_Greater_Icons::LegendaryElement) if $game_party.item_can_use?(item.id) self.contents.font.color = Theory_Greater_Icons::LegendaryColor else self.contents.font.color = Theory_Greater_Icons::LegendaryColorDisabled end self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::LegendaryBackground) elsif itema.element_set.include?(Theory_Greater_Icons::RareElement) if $game_party.item_can_use?(item.id) self.contents.font.color = Theory_Greater_Icons::RareColor else self.contents.font.color = Theory_Greater_Icons::RareColorDisabled end self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::RareBackground) elsif itema.element_set.include?(Theory_Greater_Icons::UncommonElement) if $game_party.item_can_use?(item.id) self.contents.font.color = Theory_Greater_Icons::UncommonColor else self.contents.font.color = Theory_Greater_Icons::UncommonColorDisabled end self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::UncommonBackground) elsif !itema.element_set.include?(Theory_Greater_Icons::RareElement) and !itema.element_set.include?(Theory_Greater_Icons::UncommonElement) and !itema.element_set.include?(Theory_Greater_Icons::LegendaryElement) if $game_party.item_can_use?(item.id) self.contents.font.color = normal_color else self.contents.font.color = disabled_color end self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::Background) end end opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.draw_text(x + Theory_Greater_Icons::Width + 4, y, 212, Theory_Greater_Icons::Height, item.name, 0) tempy = y + Theory_Greater_Icons::Height - 36 self.contents.draw_text(x - 5, tempy, 24, Theory_Greater_Icons::Height, number.to_s, 2) end end #============================================================================== # ** Window_Status # # This window displays full status specs on the status screen. #============================================================================== class Window_Status < Window_Base # # * Object Initialization # actor : actor # def initialize(actor) super(0, 0, 640, 480) self.contents = Bitmap.new(width - 32, height - 32) @actor = actor refresh end # # * Refresh # def refresh self.contents.clear draw_actor_graphic(@actor, 40, 112) draw_actor_name(@actor, 4, 0) draw_actor_class(@actor, 4 + 144, 0) draw_actor_level(@actor, 96, 32) draw_actor_state(@actor, 96, 64) draw_actor_hp(@actor, 96, 112, 172) draw_actor_sp(@actor, 96, 144, 172) draw_actor_parameter(@actor, 96, 192, 0) draw_actor_parameter(@actor, 96, 224, 1) draw_actor_parameter(@actor, 96, 256, 2) draw_actor_parameter(@actor, 96, 304, 3) draw_actor_parameter(@actor, 96, 336, 4) draw_actor_parameter(@actor, 96, 368, 5) draw_actor_parameter(@actor, 96, 400, 6) self.contents.font.color = system_color self.contents.draw_text(320, 48, 80, 32, "EXP") self.contents.draw_text(320, 80, 80, 32, "NEXT") self.contents.font.color = normal_color self.contents.draw_text(320 + 80, 48, 84, 32, @actor.exp_s, 2) self.contents.draw_text(320 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2) self.contents.font.color = system_color self.contents.draw_text(320, 160, 96, 32, "equipment") draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 203) draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 251) draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 299) draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 347) draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 395) end end #============================================================================== # ** Window_EquipItem # # This window displays choices when opting to change equipment on the # equipment screen. #============================================================================== class Window_EquipItem < Window_Selectable # # * Object Initialization # actor : actor # equip_type : equip region (0-3) # def initialize(actor, equip_type) super(0, 256, 640, 224) @oh = Theory_Greater_Icons::Height @actor = actor @equip_type = equip_type @column_max = 2 refresh self.active = false self.index = -1 end # # * Item Acquisition # def item return @data[self.index] end # # * Refresh # def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] # Add equippable weapons if @equip_type == 0 weapon_set = $data_classes[@actor.class_id].weapon_set for i in 1...$data_weapons.size if $game_party.weapon_number(i) > 0 and weapon_set.include?(i) @data.push($data_weapons) end end end # Add equippable armor if @equip_type != 0 armor_set = $data_classes[@actor.class_id].armor_set for i in 1...$data_armors.size if $game_party.armor_number(i) > 0 and armor_set.include?(i) if $data_armors.kind == @equip_type-1 @data.push($data_armors) end end end end # Add blank page @data.push(nil) # Make a bit map and draw all items @item_max = @data.size self.contents = Bitmap.new(width - Theory_Greater_Icons::Width, row_max * Theory_Greater_Icons::Height) for i in 0...@item_max-1 draw_item(i) end end # # * Draw Item # index : item number # def draw_item(index) item = @data[index] x = 4 + index % 2 * (288 + 32) y = index / 2 * Theory_Greater_Icons::Height + 2 case item when RPG::Weapon number = $game_party.weapon_number(item.id) when RPG::Armor number = $game_party.armor_number(item.id) end @bitmap = RPG::Cache.icon(item.icon_name) case item when RPG::Weapon weapon = @data[index] if weapon.element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = Theory_Greater_Icons::LegendaryColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::LegendaryBackground) elsif weapon.element_set.include?(Theory_Greater_Icons::RareElement) self.contents.font.color = Theory_Greater_Icons::RareColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::RareBackground) elsif weapon.element_set.include?(Theory_Greater_Icons::UncommonElement) self.contents.font.color = Theory_Greater_Icons::UncommonColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::UncommonBackground) elsif !weapon.element_set.include?(Theory_Greater_Icons::RareElement) and !weapon.element_set.include?(Theory_Greater_Icons::UncommonElement) and !weapon.element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = normal_color self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::Background) end when RPG::Armor armor = @data[index] if armor.guard_element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = Theory_Greater_Icons::LegendaryColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::LegendaryBackground) elsif armor.guard_element_set.include?(Theory_Greater_Icons::RareElement) self.contents.font.color = Theory_Greater_Icons::RareColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::RareBackground) elsif armor.guard_element_set.include?(Theory_Greater_Icons::UncommonElement) self.contents.font.color = Theory_Greater_Icons::UncommonColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::UncommonBackground) elsif !armor.guard_element_set.include?(Theory_Greater_Icons::RareElement) and !armor.guard_element_set.include?(Theory_Greater_Icons::UncommonElement) and !armor.guard_element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = normal_color self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::Background) end end self.contents.draw_text(x + Theory_Greater_Icons::Width + 3, y, 212, Theory_Greater_Icons::Height, item.name, 0) tempy = y + Theory_Greater_Icons::Height - 36 self.contents.font.color = normal_color self.contents.draw_text(x - 5, tempy, 24, Theory_Greater_Icons::Height, number.to_s, 2) end # # * Help Text Update # def update_help @help_window.set_text(self.item == nil ? "" : self.item.description) end end #============================================================================== # ** Window_EquipRight # # This window displays items the actor is currently equipped with on the # equipment screen. #============================================================================== class Window_EquipRight < Window_Selectable # # * Object Initialization # actor : actor # def initialize(actor) super(272, 64, 368, 192) @oh = Theory_Greater_Icons::Height self.contents = Bitmap.new(width - Theory_Greater_Icons::Width, height + Theory_Greater_Icons::Height + 15) @actor = actor refresh self.index = 0 end # # * Item Acquisition # def item return @data[self.index] end # # * Refresh # def refresh self.contents.clear @data = [] @data.push($data_weapons[@actor.weapon_id]) @data.push($data_armors[@actor.armor1_id]) @data.push($data_armors[@actor.armor2_id]) @data.push($data_armors[@actor.armor3_id]) @data.push($data_armors[@actor.armor4_id]) @item_max = @data.size self.contents.font.color = system_color self.contents.draw_text(4, Theory_Greater_Icons::Height * 0, 92, Theory_Greater_Icons::Height, $data_system.words.weapon) self.contents.draw_text(4, Theory_Greater_Icons::Height * 1, 92, Theory_Greater_Icons::Height, $data_system.words.armor1) self.contents.draw_text(4, Theory_Greater_Icons::Height * 2, 92, Theory_Greater_Icons::Height, $data_system.words.armor2) self.contents.draw_text(4, Theory_Greater_Icons::Height * 3, 92, Theory_Greater_Icons::Height, $data_system.words.armor3) self.contents.draw_text(5, Theory_Greater_Icons::Height * 4, 92, Theory_Greater_Icons::Height, $data_system.words.armor4) draw_item_name(@data[0], 92, Theory_Greater_Icons::Height * 0) draw_item_name(@data[1], 92, Theory_Greater_Icons::Height * 1) draw_item_name(@data[2], 92, Theory_Greater_Icons::Height * 2) draw_item_name(@data[3], 92, Theory_Greater_Icons::Height * 3) draw_item_name(@data[4], 92, Theory_Greater_Icons::Height * 4) end # # * Help Text Update # def update_help @help_window.set_text(self.item == nil ? "" : self.item.description) end end #============================================================================== # ** Window_Skill # # This window displays usable skills on the skill and battle screens. #============================================================================== class Window_Skill < Window_Selectable # # * Object Initialization # actor : actor # def initialize(actor) super(0, 128, 640, 352) @oh = Theory_Greater_Icons::Height @actor = actor @column_max = 2 refresh self.index = 0 # If in battle, move window to center of screen # and make it semi-transparent if $game_temp.in_battle self.y = 64 self.height = 256 self.back_opacity = 160 end end # # * Acquiring Skill # def skill return @data[self.index] end # # * Refresh # def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] for i in [email protected] skill = $data_skills[@actor.skills] if skill != nil @data.push(skill) end end # If item count is not 0, make a bit map and draw all items @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - Theory_Greater_Icons::Width, row_max * Theory_Greater_Icons::Height) for i in 0...@item_max draw_item(i) end end end # # * Draw Item # index : item number # def draw_item(index) skill = @data[index] x = 4 + index % 2 * (288 + Theory_Greater_Icons::Width) y = index / 2 * Theory_Greater_Icons::Height rect = Rect.new(x, y, self.width / @column_max - Theory_Greater_Icons::Width, Theory_Greater_Icons::Height) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) @bitmap = RPG::Cache.icon(skill.icon_name) if skill.element_set.include?(Theory_Greater_Icons::LegendaryElement) if @actor.skill_can_use?(skill.id) self.contents.font.color = Theory_Greater_Icons::LegendaryColor else self.contents.font.color = Theory_Greater_Icons::LegendaryColorDisabled end self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::LegendaryBackground) elsif skill.element_set.include?(Theory_Greater_Icons::RareElement) if @actor.skill_can_use?(skill.id) self.contents.font.color = Theory_Greater_Icons::RareColor else self.contents.font.color = Theory_Greater_Icons::RareColorDisabled end self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::RareBackground) elsif skill.element_set.include?(Theory_Greater_Icons::UncommonElement) if @actor.skill_can_use?(skill.id) self.contents.font.color = Theory_Greater_Icons::UncommonColor else self.contents.font.color = Theory_Greater_Icons::UncommonColorDisabled end self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::UncommonBackground) elsif !skill.element_set.include?(Theory_Greater_Icons::RareElement) and !skill.element_set.include?(Theory_Greater_Icons::UncommonElement) and !skill.element_set.include?(Theory_Greater_Icons::LegendaryElement) if @actor.skill_can_use?(skill.id) self.contents.font.color = normal_color else self.contents.font.color = disabled_color end self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::Background) end self.contents.draw_text(x + Theory_Greater_Icons::Width + 4, y - 10, 204, Theory_Greater_Icons::Height, skill.name, 0) self.contents.draw_text(x + Theory_Greater_Icons::Width + 6, y + 10, 48, Theory_Greater_Icons::Height, skill.sp_cost.to_s, 2) end # # * Help Text Update # def update_help @help_window.set_text(self.skill == nil ? "" : self.skill.description) end end #============================================================================== # ** Window_BattleResult # # This window displays amount of gold and EXP acquired at the end of a battle. #============================================================================== class Window_BattleResult < Window_Base # # * Object Initialization # exp : EXP # gold : amount of gold # treasures : treasures # def initialize(exp, gold, treasures) @exp = exp @gold = gold @treasures = treasures super(160, 0, 320, @treasures.size * Theory_Greater_Icons::Height + 64) self.contents = Bitmap.new(width - 32, height - 32) self.y = 160 - height / 2 self.back_opacity = 160 self.visible = false refresh end # # * Refresh # def refresh self.contents.clear x = 4 self.contents.font.color = normal_color cx = contents.text_size(@exp.to_s).width self.contents.draw_text(x, 0, cx, 32, @exp.to_s) x += cx + 4 self.contents.font.color = system_color cx = contents.text_size("EXP").width self.contents.draw_text(x, 0, 64, 32, "EXP") x += cx + 16 self.contents.font.color = normal_color cx = contents.text_size(@gold.to_s).width self.contents.draw_text(x, 0, cx, 32, @gold.to_s) x += cx + 4 self.contents.font.color = system_color self.contents.draw_text(x, 0, 128, 32, $data_system.words.gold) y = 32 for item in @treasures draw_item_name(item, 4, y) y += Theory_Greater_Icons::Height end end end #============================================================================== # ** Window_ShopBuy # # This window displays buyable goods on the shop screen. #============================================================================== class Window_ShopBuy < Window_Selectable # # * Object Initialization # shop_goods : goods # def initialize(shop_goods) super(0, 128, 368, 352) @oh = Theory_Greater_Icons::Height @shop_goods = shop_goods refresh self.index = 0 end # # * Refresh # def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] for goods_item in @shop_goods case goods_item[0] when 0 item = $data_items[goods_item[1]] when 1 item = $data_weapons[goods_item[1]] when 2 item = $data_armors[goods_item[1]] end if item != nil @data.push(item) end end # If item count is not 0, make a bit map and draw all items @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - Theory_Greater_Icons::Width, row_max * Theory_Greater_Icons::Height) for i in 0...@item_max draw_item(i) end end end # # * Draw Item # index : item number # def draw_item(index) item = @data[index] x = 4 y = index * Theory_Greater_Icons::Height case item when RPG::Weapon number = $game_party.weapon_number(item.id) when RPG::Armor number = $game_party.armor_number(item.id) end @bitmap = RPG::Cache.icon(item.icon_name) case item when RPG::Item number = $game_party.item_number(item.id) when RPG::Weapon number = $game_party.weapon_number(item.id) when RPG::Armor number = $game_party.armor_number(item.id) end case item when RPG::Weapon weapon = @data[index] if weapon.element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = Theory_Greater_Icons::LegendaryColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::LegendaryBackground) elsif weapon.element_set.include?(Theory_Greater_Icons::RareElement) self.contents.font.color = Theory_Greater_Icons::RareColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::RareBackground) elsif weapon.element_set.include?(Theory_Greater_Icons::UncommonElement) self.contents.font.color = Theory_Greater_Icons::UncommonColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::UncommonBackground) elsif !weapon.element_set.include?(Theory_Greater_Icons::RareElement) and !weapon.element_set.include?(Theory_Greater_Icons::UncommonElement) and !weapon.element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = normal_color self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::Background) end when RPG::Armor armor = @data[index] if armor.guard_element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = Theory_Greater_Icons::LegendaryColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::LegendaryBackground) elsif armor.guard_element_set.include?(Theory_Greater_Icons::RareElement) self.contents.font.color = Theory_Greater_Icons::RareColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::RareBackground) elsif armor.guard_element_set.include?(Theory_Greater_Icons::UncommonElement) self.contents.font.color = Theory_Greater_Icons::UncommonColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::UncommonBackground) elsif !armor.guard_element_set.include?(Theory_Greater_Icons::RareElement) and !armor.guard_element_set.include?(Theory_Greater_Icons::UncommonElement) and !armor.guard_element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = normal_color self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::Background) end when RPG::Item itema = $data_items[item.id] if itema.element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = Theory_Greater_Icons::LegendaryColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::LegendaryBackground) elsif itema.element_set.include?(Theory_Greater_Icons::RareElement) self.contents.font.color = Theory_Greater_Icons::RareColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::RareBackground) elsif itema.element_set.include?(Theory_Greater_Icons::UncommonElement) self.contents.font.color = Theory_Greater_Icons::UncommonColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::UncommonBackground) elsif !itema.element_set.include?(Theory_Greater_Icons::RareElement) and !itema.element_set.include?(Theory_Greater_Icons::UncommonElement) and !itema.element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = normal_color self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::Background) end end # Get items in possession case item when RPG::Item number = $game_party.item_number(item.id) when RPG::Weapon number = $game_party.weapon_number(item.id) when RPG::Armor number = $game_party.armor_number(item.id) end # If price is less than money in possession, and amount in possession is # not 99, then set to normal text color. Otherwise set to disabled color if item.price <= $game_party.gold and number < 99 else self.contents.font.color = disabled_color end pricea = item.price self.contents.draw_text(x + Theory_Greater_Icons::Width + 3, y, 212, Theory_Greater_Icons::Height, item.name, 0) tempy = y + Theory_Greater_Icons::Height - 36 self.contents.font.color = normal_color self.contents.draw_text(x - 5, tempy, 24, Theory_Greater_Icons::Height, number.to_s, 2) self.contents.draw_text(x + 200, y, 16, Theory_Greater_Icons::Height, ":", 1) self.contents.draw_text(x + 206, y, 60, Theory_Greater_Icons::Height, pricea.to_s, 2) end end #============================================================================== # ** Window_ShopSell # # This window displays items in possession for selling on the shop screen. #============================================================================== class Window_ShopSell < Window_Selectable # # * Object Initialization # def initialize super(0, 128, 640, 352) @oh = Theory_Greater_Icons::Height @column_max = 2 refresh self.index = 0 end # # * Refresh # def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] for i in 1...$data_items.size if $game_party.item_number(i) > 0 @data.push($data_items) end end for i in 1...$data_weapons.size if $game_party.weapon_number(i) > 0 @data.push($data_weapons) end end for i in 1...$data_armors.size if $game_party.armor_number(i) > 0 @data.push($data_armors) end end # If item count is not 0, make a bitmap and draw all items @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - Theory_Greater_Icons::Width, row_max * Theory_Greater_Icons::Height) for i in 0...@item_max draw_item(i) end end end # # * Draw Item # index : item number # def draw_item(index) item = @data[index] x = 4 + index % 2 * (288 + 32) y = index / 2 * Theory_Greater_Icons::Height case item when RPG::Weapon number = $game_party.weapon_number(item.id) when RPG::Armor number = $game_party.armor_number(item.id) end @bitmap = RPG::Cache.icon(item.icon_name) case item when RPG::Item number = $game_party.item_number(item.id) when RPG::Weapon number = $game_party.weapon_number(item.id) when RPG::Armor number = $game_party.armor_number(item.id) end case item when RPG::Weapon weapon = @data[index] if weapon.element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = Theory_Greater_Icons::LegendaryColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::LegendaryBackground) elsif weapon.element_set.include?(Theory_Greater_Icons::RareElement) self.contents.font.color = Theory_Greater_Icons::RareColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::RareBackground) elsif weapon.element_set.include?(Theory_Greater_Icons::UncommonElement) self.contents.font.color = Theory_Greater_Icons::UncommonColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::UncommonBackground) elsif !weapon.element_set.include?(Theory_Greater_Icons::RareElement) and !weapon.element_set.include?(Theory_Greater_Icons::UncommonElement) and !weapon.element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = normal_color self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::Background) end when RPG::Armor armor = @data[index] if armor.guard_element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = Theory_Greater_Icons::LegendaryColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::LegendaryBackground) elsif armor.guard_element_set.include?(Theory_Greater_Icons::RareElement) self.contents.font.color = Theory_Greater_Icons::RareColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::RareBackground) elsif armor.guard_element_set.include?(Theory_Greater_Icons::UncommonElement) self.contents.font.color = Theory_Greater_Icons::UncommonColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::UncommonBackground) elsif !armor.guard_element_set.include?(Theory_Greater_Icons::RareElement) and !armor.guard_element_set.include?(Theory_Greater_Icons::UncommonElement) and !armor.guard_element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = normal_color self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::Background) end when RPG::Item itema = $data_items[item.id] if itema.element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = Theory_Greater_Icons::LegendaryColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::LegendaryBackground) elsif itema.element_set.include?(Theory_Greater_Icons::RareElement) self.contents.font.color = Theory_Greater_Icons::RareColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::RareBackground) elsif itema.element_set.include?(Theory_Greater_Icons::UncommonElement) self.contents.font.color = Theory_Greater_Icons::UncommonColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::UncommonBackground) elsif !itema.element_set.include?(Theory_Greater_Icons::RareElement) and !itema.element_set.include?(Theory_Greater_Icons::UncommonElement) and !itema.element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = normal_color self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::Background) end end if item.price <= 0 self.contents.font.color = disabled_color end pricea = item.price / 2 self.contents.draw_text(x + Theory_Greater_Icons::Width + 3, y, 212, Theory_Greater_Icons::Height, item.name, 0) tempy = y + Theory_Greater_Icons::Height - 36 self.contents.font.color = normal_color self.contents.draw_text(x - 5, tempy, 24, Theory_Greater_Icons::Height, number.to_s, 2) self.contents.draw_text(x + 200, y, 16, Theory_Greater_Icons::Height, ":", 1) self.contents.draw_text(x + 206, y, 60, Theory_Greater_Icons::Height, pricea.to_s, 2) end end class Bitmap def draw_icon(x, y, filename, back='') backdrop = RPG::Cache.icon(back) center_x = Theory_Greater_Icons::Width / 2 + x center_y = Theory_Greater_Icons::Height / 2 + y left_x = center_x - backdrop.rect.width / 2 upper_y = center_y - backdrop.rect.height / 2 self.blt(left_x, upper_y, backdrop, backdrop.rect, 255) bitmap = filename left_x = center_x - bitmap.rect.width / 2 upper_y = center_y - bitmap.rect.height / 2 self.blt(left_x, upper_y - 2, bitmap, bitmap.rect, 255) end end class Window_Base # # * Draw Item Name # item : item # x : draw spot x-coordinate # y : draw spot y-coordinate # def draw_item_name(item, x, y) if item == nil return end @bitmap = RPG::Cache.icon(item.icon_name) case item when RPG::Weapon weapon = $data_weapons[item.id] if weapon.element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = Theory_Greater_Icons::LegendaryColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::LegendaryBackground) elsif weapon.element_set.include?(Theory_Greater_Icons::RareElement) self.contents.font.color = Theory_Greater_Icons::RareColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::RareBackground) elsif weapon.element_set.include?(Theory_Greater_Icons::UncommonElement) self.contents.font.color = Theory_Greater_Icons::UncommonColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::UncommonBackground) elsif !weapon.element_set.include?(Theory_Greater_Icons::RareElement) and !weapon.element_set.include?(Theory_Greater_Icons::UncommonElement) and !weapon.element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = normal_color self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::Background) end when RPG::Armor armor = $data_armors[item.id] if armor.guard_element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = Theory_Greater_Icons::LegendaryColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::LegendaryBackground) elsif armor.guard_element_set.include?(Theory_Greater_Icons::RareElement) self.contents.font.color = Theory_Greater_Icons::RareColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::RareBackground) elsif armor.guard_element_set.include?(Theory_Greater_Icons::UncommonElement) self.contents.font.color = Theory_Greater_Icons::UncommonColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::UncommonBackground) elsif !armor.guard_element_set.include?(Theory_Greater_Icons::RareElement) and !armor.guard_element_set.include?(Theory_Greater_Icons::UncommonElement) and !armor.guard_element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = normal_color self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::Background) end when RPG::Item itema = $data_items[item.id] if itema.element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = Theory_Greater_Icons::LegendaryColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::LegendaryBackground) elsif itema.element_set.include?(Theory_Greater_Icons::RareElement) self.contents.font.color = Theory_Greater_Icons::RareColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::RareBackground) elsif itema.element_set.include?(Theory_Greater_Icons::UncommonElement) self.contents.font.color = Theory_Greater_Icons::UncommonColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::UncommonBackground) elsif !itema.element_set.include?(Theory_Greater_Icons::RareElement) and !itema.element_set.include?(Theory_Greater_Icons::UncommonElement) and !itema.element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = normal_color self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::Background) end end self.contents.draw_text(x + Theory_Greater_Icons::Width + 4, y, 212, Theory_Greater_Icons::Width, item.name) end end Но с на русской версии мейкера пропадают шрифты. Возможна ли его дороботка или что то подобное? |
Последнее редактирование: 14 года 10 мес. назад от Алексей Владимирович.
Администратор запретил публиковать записи гостям.
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Здесь вы можете заказать скрипты! 14 года 10 мес. назад #29886
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Алексей Владимирович писал(а):
Заинтиресовал скрипт XP Greater Icons Этот скрипт увеличивает размер иконок. Вот он. ВНИМАНИЕ: Спойлер! [ Нажмите, чтобы развернуть ][ Нажмите, чтобы скрыть ] #============================================================================== # ** Theory's Greater Icons # # This script allows you to set x and y sizes for your item and skill icons. # Be sure to make the files in your icons folder reflect this- it does not # stretch icons. This script was optimized for 50x50 icons, but any dimensions # larger than 30x30 and smaller than 200x200 should work. # # It required a small menu edit for quantity and SP cost locations; and will # not be compatible with most CMS's without editing. #============================================================================== module Theory_Greater_Icons Width = 40 Height = 40 Background = 'back' UncommonElement = 18 UncommonBackground = 'uncommon' UncommonColor = Color.new(255, 255, 255, 255) UncommonColorDisabled = Color.new(255, 255, 255, 128) RareElement = 19 RareBackground = 'rare' RareColor = Color.new(255, 255, 255, 255) RareColorDisabled = Color.new(255, 255, 255, 128) LegendaryElement = 20 LegendaryBackground = 'legendary' LegendaryColor = Color.new(255, 255, 255, 255) LegendaryColorDisabled = Color.new(255, 255, 255, 128) end #============================================================================== # ** Window_Selectable #============================================================================== class Window_Selectable # # * Public Instance Variables # attr_writer :oh # # * Text Cursor Height # def oh return @oh.nil? ? 32 : @oh end # # * Get Top Row # def top_row # Divide y-coordinate of window contents transfer origin by 1 row # height of self.oh return self.oy / self.oh end # # * Set Top Row # row : row shown on top # def top_row=(row) # If row is less than 0, change it to 0 # If row exceeds row_max - 1, change it to row_max - 1 row = [[row, 0].max, row_max - 1].min # Multiply 1 row height by 32 for y-coordinate of window contents # transfer origin self.oy = row * self.oh end # # * Get Number of Rows Displayable on 1 Page # def page_row_max # Subtract a frame height of 32 from the window height, and divide it by # 1 row height of self.oh return (self.height - 32) / self.oh end # # * Update Cursor Rectangle # def update_cursor_rect # If cursor position is less than 0 if @index < 0 self.cursor_rect.empty return end # Get current row row = @index / @column_max # If current row is before top row if row < self.top_row # Scroll so that current row becomes top row self.top_row = row end # If current row is more to back than back row if row > self.top_row + (self.page_row_max - 1) # Scroll so that current row becomes back row self.top_row = row - (self.page_row_max - 1) end # Calculate cursor width cursor_width = self.width / @column_max - 32 # Calculate cursor coordinates x = @index % @column_max * (cursor_width + 32) y = @index / @column_max * self.oh - self.oy if self.active == true # Update cursor rectangle self.cursor_rect.set(x, y, cursor_width, self.oh) end end end #============================================================================== # ** Window_Item # # This window displays items in possession on the item and battle screens. #============================================================================== class Window_Item < Window_Selectable # # * Object Initialization # def initialize super(0, 64, 640, 416) @column_max = 2 ##set the parent selectable height @oh = Theory_Greater_Icons::Height refresh self.index = 0 # If in battle, move window to center of screen # and make it semi-transparent if $game_temp.in_battle self.y = 64 self.height = 256 self.back_opacity = 160 end end # # * Get Item # def item return @data[self.index] end # # * Refresh # def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] # Add item for i in 1...$data_items.size if $game_party.item_number(i) > 0 @data.push($data_items) end end # Also add weapons and items if outside of battle unless $game_temp.in_battle for i in 1...$data_weapons.size if $game_party.weapon_number(i) > 0 @data.push($data_weapons) end end for i in 1...$data_armors.size if $game_party.armor_number(i) > 0 @data.push($data_armors) end end end # If item count is not 0, make a bit map and draw all items @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - Theory_Greater_Icons::Width, row_max * Theory_Greater_Icons::Height) for i in 0...@item_max draw_item(i) end end end # # * Draw Item # index : item number # def draw_item(index) item = @data[index] case item when RPG::Item number = $game_party.item_number(item.id) when RPG::Weapon number = $game_party.weapon_number(item.id) when RPG::Armor number = $game_party.armor_number(item.id) end x = 4 + index % 2 * (288 + Theory_Greater_Icons::Width) y = index / 2 * Theory_Greater_Icons::Height rect = Rect.new(x, y, self.width / @column_max - Theory_Greater_Icons::Width, Theory_Greater_Icons::Height) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) @bitmap = RPG::Cache.icon(item.icon_name) case item when RPG::Weapon weapon = $data_weapons[item.id] if weapon.element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = Theory_Greater_Icons::LegendaryColorDisabled self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::LegendaryBackground) elsif weapon.element_set.include?(Theory_Greater_Icons::RareElement) self.contents.font.color = Theory_Greater_Icons::RareColorDisabled self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::RareBackground) elsif weapon.element_set.include?(Theory_Greater_Icons::UncommonElement) self.contents.font.color = Theory_Greater_Icons::UncommonColorDisabled self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::UncommonBackground) elsif !weapon.element_set.include?(Theory_Greater_Icons::RareElement) and !weapon.element_set.include?(Theory_Greater_Icons::UncommonElement) and !weapon.element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = normal_color self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::Background) end when RPG::Armor armor = $data_armors[item.id] if armor.guard_element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = Theory_Greater_Icons::LegendaryColorDisabled self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::LegendaryBackground) elsif armor.guard_element_set.include?(Theory_Greater_Icons::RareElement) self.contents.font.color = Theory_Greater_Icons::RareColorDisabled self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::RareBackground) elsif armor.guard_element_set.include?(Theory_Greater_Icons::UncommonElement) self.contents.font.color = Theory_Greater_Icons::UncommonColorDisabled self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::UncommonBackground) elsif !armor.guard_element_set.include?(Theory_Greater_Icons::RareElement) and !armor.guard_element_set.include?(Theory_Greater_Icons::UncommonElement) and !armor.guard_element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = disabled_color self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::Background) end when RPG::Item itema = $data_items[item.id] if itema.element_set.include?(Theory_Greater_Icons::LegendaryElement) if $game_party.item_can_use?(item.id) self.contents.font.color = Theory_Greater_Icons::LegendaryColor else self.contents.font.color = Theory_Greater_Icons::LegendaryColorDisabled end self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::LegendaryBackground) elsif itema.element_set.include?(Theory_Greater_Icons::RareElement) if $game_party.item_can_use?(item.id) self.contents.font.color = Theory_Greater_Icons::RareColor else self.contents.font.color = Theory_Greater_Icons::RareColorDisabled end self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::RareBackground) elsif itema.element_set.include?(Theory_Greater_Icons::UncommonElement) if $game_party.item_can_use?(item.id) self.contents.font.color = Theory_Greater_Icons::UncommonColor else self.contents.font.color = Theory_Greater_Icons::UncommonColorDisabled end self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::UncommonBackground) elsif !itema.element_set.include?(Theory_Greater_Icons::RareElement) and !itema.element_set.include?(Theory_Greater_Icons::UncommonElement) and !itema.element_set.include?(Theory_Greater_Icons::LegendaryElement) if $game_party.item_can_use?(item.id) self.contents.font.color = normal_color else self.contents.font.color = disabled_color end self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::Background) end end opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.draw_text(x + Theory_Greater_Icons::Width + 4, y, 212, Theory_Greater_Icons::Height, item.name, 0) tempy = y + Theory_Greater_Icons::Height - 36 self.contents.draw_text(x - 5, tempy, 24, Theory_Greater_Icons::Height, number.to_s, 2) end end #============================================================================== # ** Window_Status # # This window displays full status specs on the status screen. #============================================================================== class Window_Status < Window_Base # # * Object Initialization # actor : actor # def initialize(actor) super(0, 0, 640, 480) self.contents = Bitmap.new(width - 32, height - 32) @actor = actor refresh end # # * Refresh # def refresh self.contents.clear draw_actor_graphic(@actor, 40, 112) draw_actor_name(@actor, 4, 0) draw_actor_class(@actor, 4 + 144, 0) draw_actor_level(@actor, 96, 32) draw_actor_state(@actor, 96, 64) draw_actor_hp(@actor, 96, 112, 172) draw_actor_sp(@actor, 96, 144, 172) draw_actor_parameter(@actor, 96, 192, 0) draw_actor_parameter(@actor, 96, 224, 1) draw_actor_parameter(@actor, 96, 256, 2) draw_actor_parameter(@actor, 96, 304, 3) draw_actor_parameter(@actor, 96, 336, 4) draw_actor_parameter(@actor, 96, 368, 5) draw_actor_parameter(@actor, 96, 400, 6) self.contents.font.color = system_color self.contents.draw_text(320, 48, 80, 32, "EXP") self.contents.draw_text(320, 80, 80, 32, "NEXT") self.contents.font.color = normal_color self.contents.draw_text(320 + 80, 48, 84, 32, @actor.exp_s, 2) self.contents.draw_text(320 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2) self.contents.font.color = system_color self.contents.draw_text(320, 160, 96, 32, "equipment") draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 203) draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 251) draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 299) draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 347) draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 395) end end #============================================================================== # ** Window_EquipItem # # This window displays choices when opting to change equipment on the # equipment screen. #============================================================================== class Window_EquipItem < Window_Selectable # # * Object Initialization # actor : actor # equip_type : equip region (0-3) # def initialize(actor, equip_type) super(0, 256, 640, 224) @oh = Theory_Greater_Icons::Height @actor = actor @equip_type = equip_type @column_max = 2 refresh self.active = false self.index = -1 end # # * Item Acquisition # def item return @data[self.index] end # # * Refresh # def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] # Add equippable weapons if @equip_type == 0 weapon_set = $data_classes[@actor.class_id].weapon_set for i in 1...$data_weapons.size if $game_party.weapon_number(i) > 0 and weapon_set.include?(i) @data.push($data_weapons) end end end # Add equippable armor if @equip_type != 0 armor_set = $data_classes[@actor.class_id].armor_set for i in 1...$data_armors.size if $game_party.armor_number(i) > 0 and armor_set.include?(i) if $data_armors.kind == @equip_type-1 @data.push($data_armors) end end end end # Add blank page @data.push(nil) # Make a bit map and draw all items @item_max = @data.size self.contents = Bitmap.new(width - Theory_Greater_Icons::Width, row_max * Theory_Greater_Icons::Height) for i in 0...@item_max-1 draw_item(i) end end # # * Draw Item # index : item number # def draw_item(index) item = @data[index] x = 4 + index % 2 * (288 + 32) y = index / 2 * Theory_Greater_Icons::Height + 2 case item when RPG::Weapon number = $game_party.weapon_number(item.id) when RPG::Armor number = $game_party.armor_number(item.id) end @bitmap = RPG::Cache.icon(item.icon_name) case item when RPG::Weapon weapon = @data[index] if weapon.element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = Theory_Greater_Icons::LegendaryColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::LegendaryBackground) elsif weapon.element_set.include?(Theory_Greater_Icons::RareElement) self.contents.font.color = Theory_Greater_Icons::RareColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::RareBackground) elsif weapon.element_set.include?(Theory_Greater_Icons::UncommonElement) self.contents.font.color = Theory_Greater_Icons::UncommonColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::UncommonBackground) elsif !weapon.element_set.include?(Theory_Greater_Icons::RareElement) and !weapon.element_set.include?(Theory_Greater_Icons::UncommonElement) and !weapon.element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = normal_color self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::Background) end when RPG::Armor armor = @data[index] if armor.guard_element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = Theory_Greater_Icons::LegendaryColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::LegendaryBackground) elsif armor.guard_element_set.include?(Theory_Greater_Icons::RareElement) self.contents.font.color = Theory_Greater_Icons::RareColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::RareBackground) elsif armor.guard_element_set.include?(Theory_Greater_Icons::UncommonElement) self.contents.font.color = Theory_Greater_Icons::UncommonColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::UncommonBackground) elsif !armor.guard_element_set.include?(Theory_Greater_Icons::RareElement) and !armor.guard_element_set.include?(Theory_Greater_Icons::UncommonElement) and !armor.guard_element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = normal_color self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::Background) end end self.contents.draw_text(x + Theory_Greater_Icons::Width + 3, y, 212, Theory_Greater_Icons::Height, item.name, 0) tempy = y + Theory_Greater_Icons::Height - 36 self.contents.font.color = normal_color self.contents.draw_text(x - 5, tempy, 24, Theory_Greater_Icons::Height, number.to_s, 2) end # # * Help Text Update # def update_help @help_window.set_text(self.item == nil ? "" : self.item.description) end end #============================================================================== # ** Window_EquipRight # # This window displays items the actor is currently equipped with on the # equipment screen. #============================================================================== class Window_EquipRight < Window_Selectable # # * Object Initialization # actor : actor # def initialize(actor) super(272, 64, 368, 192) @oh = Theory_Greater_Icons::Height self.contents = Bitmap.new(width - Theory_Greater_Icons::Width, height + Theory_Greater_Icons::Height + 15) @actor = actor refresh self.index = 0 end # # * Item Acquisition # def item return @data[self.index] end # # * Refresh # def refresh self.contents.clear @data = [] @data.push($data_weapons[@actor.weapon_id]) @data.push($data_armors[@actor.armor1_id]) @data.push($data_armors[@actor.armor2_id]) @data.push($data_armors[@actor.armor3_id]) @data.push($data_armors[@actor.armor4_id]) @item_max = @data.size self.contents.font.color = system_color self.contents.draw_text(4, Theory_Greater_Icons::Height * 0, 92, Theory_Greater_Icons::Height, $data_system.words.weapon) self.contents.draw_text(4, Theory_Greater_Icons::Height * 1, 92, Theory_Greater_Icons::Height, $data_system.words.armor1) self.contents.draw_text(4, Theory_Greater_Icons::Height * 2, 92, Theory_Greater_Icons::Height, $data_system.words.armor2) self.contents.draw_text(4, Theory_Greater_Icons::Height * 3, 92, Theory_Greater_Icons::Height, $data_system.words.armor3) self.contents.draw_text(5, Theory_Greater_Icons::Height * 4, 92, Theory_Greater_Icons::Height, $data_system.words.armor4) draw_item_name(@data[0], 92, Theory_Greater_Icons::Height * 0) draw_item_name(@data[1], 92, Theory_Greater_Icons::Height * 1) draw_item_name(@data[2], 92, Theory_Greater_Icons::Height * 2) draw_item_name(@data[3], 92, Theory_Greater_Icons::Height * 3) draw_item_name(@data[4], 92, Theory_Greater_Icons::Height * 4) end # # * Help Text Update # def update_help @help_window.set_text(self.item == nil ? "" : self.item.description) end end #============================================================================== # ** Window_Skill # # This window displays usable skills on the skill and battle screens. #============================================================================== class Window_Skill < Window_Selectable # # * Object Initialization # actor : actor # def initialize(actor) super(0, 128, 640, 352) @oh = Theory_Greater_Icons::Height @actor = actor @column_max = 2 refresh self.index = 0 # If in battle, move window to center of screen # and make it semi-transparent if $game_temp.in_battle self.y = 64 self.height = 256 self.back_opacity = 160 end end # # * Acquiring Skill # def skill return @data[self.index] end # # * Refresh # def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] for i in [email protected] skill = $data_skills[@actor.skills] if skill != nil @data.push(skill) end end # If item count is not 0, make a bit map and draw all items @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - Theory_Greater_Icons::Width, row_max * Theory_Greater_Icons::Height) for i in 0...@item_max draw_item(i) end end end # # * Draw Item # index : item number # def draw_item(index) skill = @data[index] x = 4 + index % 2 * (288 + Theory_Greater_Icons::Width) y = index / 2 * Theory_Greater_Icons::Height rect = Rect.new(x, y, self.width / @column_max - Theory_Greater_Icons::Width, Theory_Greater_Icons::Height) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) @bitmap = RPG::Cache.icon(skill.icon_name) if skill.element_set.include?(Theory_Greater_Icons::LegendaryElement) if @actor.skill_can_use?(skill.id) self.contents.font.color = Theory_Greater_Icons::LegendaryColor else self.contents.font.color = Theory_Greater_Icons::LegendaryColorDisabled end self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::LegendaryBackground) elsif skill.element_set.include?(Theory_Greater_Icons::RareElement) if @actor.skill_can_use?(skill.id) self.contents.font.color = Theory_Greater_Icons::RareColor else self.contents.font.color = Theory_Greater_Icons::RareColorDisabled end self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::RareBackground) elsif skill.element_set.include?(Theory_Greater_Icons::UncommonElement) if @actor.skill_can_use?(skill.id) self.contents.font.color = Theory_Greater_Icons::UncommonColor else self.contents.font.color = Theory_Greater_Icons::UncommonColorDisabled end self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::UncommonBackground) elsif !skill.element_set.include?(Theory_Greater_Icons::RareElement) and !skill.element_set.include?(Theory_Greater_Icons::UncommonElement) and !skill.element_set.include?(Theory_Greater_Icons::LegendaryElement) if @actor.skill_can_use?(skill.id) self.contents.font.color = normal_color else self.contents.font.color = disabled_color end self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::Background) end self.contents.draw_text(x + Theory_Greater_Icons::Width + 4, y - 10, 204, Theory_Greater_Icons::Height, skill.name, 0) self.contents.draw_text(x + Theory_Greater_Icons::Width + 6, y + 10, 48, Theory_Greater_Icons::Height, skill.sp_cost.to_s, 2) end # # * Help Text Update # def update_help @help_window.set_text(self.skill == nil ? "" : self.skill.description) end end #============================================================================== # ** Window_BattleResult # # This window displays amount of gold and EXP acquired at the end of a battle. #============================================================================== class Window_BattleResult < Window_Base # # * Object Initialization # exp : EXP # gold : amount of gold # treasures : treasures # def initialize(exp, gold, treasures) @exp = exp @gold = gold @treasures = treasures super(160, 0, 320, @treasures.size * Theory_Greater_Icons::Height + 64) self.contents = Bitmap.new(width - 32, height - 32) self.y = 160 - height / 2 self.back_opacity = 160 self.visible = false refresh end # # * Refresh # def refresh self.contents.clear x = 4 self.contents.font.color = normal_color cx = contents.text_size(@exp.to_s).width self.contents.draw_text(x, 0, cx, 32, @exp.to_s) x += cx + 4 self.contents.font.color = system_color cx = contents.text_size("EXP").width self.contents.draw_text(x, 0, 64, 32, "EXP") x += cx + 16 self.contents.font.color = normal_color cx = contents.text_size(@gold.to_s).width self.contents.draw_text(x, 0, cx, 32, @gold.to_s) x += cx + 4 self.contents.font.color = system_color self.contents.draw_text(x, 0, 128, 32, $data_system.words.gold) y = 32 for item in @treasures draw_item_name(item, 4, y) y += Theory_Greater_Icons::Height end end end #============================================================================== # ** Window_ShopBuy # # This window displays buyable goods on the shop screen. #============================================================================== class Window_ShopBuy < Window_Selectable # # * Object Initialization # shop_goods : goods # def initialize(shop_goods) super(0, 128, 368, 352) @oh = Theory_Greater_Icons::Height @shop_goods = shop_goods refresh self.index = 0 end # # * Refresh # def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] for goods_item in @shop_goods case goods_item[0] when 0 item = $data_items[goods_item[1]] when 1 item = $data_weapons[goods_item[1]] when 2 item = $data_armors[goods_item[1]] end if item != nil @data.push(item) end end # If item count is not 0, make a bit map and draw all items @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - Theory_Greater_Icons::Width, row_max * Theory_Greater_Icons::Height) for i in 0...@item_max draw_item(i) end end end # # * Draw Item # index : item number # def draw_item(index) item = @data[index] x = 4 y = index * Theory_Greater_Icons::Height case item when RPG::Weapon number = $game_party.weapon_number(item.id) when RPG::Armor number = $game_party.armor_number(item.id) end @bitmap = RPG::Cache.icon(item.icon_name) case item when RPG::Item number = $game_party.item_number(item.id) when RPG::Weapon number = $game_party.weapon_number(item.id) when RPG::Armor number = $game_party.armor_number(item.id) end case item when RPG::Weapon weapon = @data[index] if weapon.element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = Theory_Greater_Icons::LegendaryColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::LegendaryBackground) elsif weapon.element_set.include?(Theory_Greater_Icons::RareElement) self.contents.font.color = Theory_Greater_Icons::RareColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::RareBackground) elsif weapon.element_set.include?(Theory_Greater_Icons::UncommonElement) self.contents.font.color = Theory_Greater_Icons::UncommonColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::UncommonBackground) elsif !weapon.element_set.include?(Theory_Greater_Icons::RareElement) and !weapon.element_set.include?(Theory_Greater_Icons::UncommonElement) and !weapon.element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = normal_color self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::Background) end when RPG::Armor armor = @data[index] if armor.guard_element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = Theory_Greater_Icons::LegendaryColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::LegendaryBackground) elsif armor.guard_element_set.include?(Theory_Greater_Icons::RareElement) self.contents.font.color = Theory_Greater_Icons::RareColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::RareBackground) elsif armor.guard_element_set.include?(Theory_Greater_Icons::UncommonElement) self.contents.font.color = Theory_Greater_Icons::UncommonColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::UncommonBackground) elsif !armor.guard_element_set.include?(Theory_Greater_Icons::RareElement) and !armor.guard_element_set.include?(Theory_Greater_Icons::UncommonElement) and !armor.guard_element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = normal_color self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::Background) end when RPG::Item itema = $data_items[item.id] if itema.element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = Theory_Greater_Icons::LegendaryColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::LegendaryBackground) elsif itema.element_set.include?(Theory_Greater_Icons::RareElement) self.contents.font.color = Theory_Greater_Icons::RareColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::RareBackground) elsif itema.element_set.include?(Theory_Greater_Icons::UncommonElement) self.contents.font.color = Theory_Greater_Icons::UncommonColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::UncommonBackground) elsif !itema.element_set.include?(Theory_Greater_Icons::RareElement) and !itema.element_set.include?(Theory_Greater_Icons::UncommonElement) and !itema.element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = normal_color self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::Background) end end # Get items in possession case item when RPG::Item number = $game_party.item_number(item.id) when RPG::Weapon number = $game_party.weapon_number(item.id) when RPG::Armor number = $game_party.armor_number(item.id) end # If price is less than money in possession, and amount in possession is # not 99, then set to normal text color. Otherwise set to disabled color if item.price <= $game_party.gold and number < 99 else self.contents.font.color = disabled_color end pricea = item.price self.contents.draw_text(x + Theory_Greater_Icons::Width + 3, y, 212, Theory_Greater_Icons::Height, item.name, 0) tempy = y + Theory_Greater_Icons::Height - 36 self.contents.font.color = normal_color self.contents.draw_text(x - 5, tempy, 24, Theory_Greater_Icons::Height, number.to_s, 2) self.contents.draw_text(x + 200, y, 16, Theory_Greater_Icons::Height, ":", 1) self.contents.draw_text(x + 206, y, 60, Theory_Greater_Icons::Height, pricea.to_s, 2) end end #============================================================================== # ** Window_ShopSell # # This window displays items in possession for selling on the shop screen. #============================================================================== class Window_ShopSell < Window_Selectable # # * Object Initialization # def initialize super(0, 128, 640, 352) @oh = Theory_Greater_Icons::Height @column_max = 2 refresh self.index = 0 end # # * Refresh # def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] for i in 1...$data_items.size if $game_party.item_number(i) > 0 @data.push($data_items) end end for i in 1...$data_weapons.size if $game_party.weapon_number(i) > 0 @data.push($data_weapons) end end for i in 1...$data_armors.size if $game_party.armor_number(i) > 0 @data.push($data_armors) end end # If item count is not 0, make a bitmap and draw all items @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - Theory_Greater_Icons::Width, row_max * Theory_Greater_Icons::Height) for i in 0...@item_max draw_item(i) end end end # # * Draw Item # index : item number # def draw_item(index) item = @data[index] x = 4 + index % 2 * (288 + 32) y = index / 2 * Theory_Greater_Icons::Height case item when RPG::Weapon number = $game_party.weapon_number(item.id) when RPG::Armor number = $game_party.armor_number(item.id) end @bitmap = RPG::Cache.icon(item.icon_name) case item when RPG::Item number = $game_party.item_number(item.id) when RPG::Weapon number = $game_party.weapon_number(item.id) when RPG::Armor number = $game_party.armor_number(item.id) end case item when RPG::Weapon weapon = @data[index] if weapon.element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = Theory_Greater_Icons::LegendaryColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::LegendaryBackground) elsif weapon.element_set.include?(Theory_Greater_Icons::RareElement) self.contents.font.color = Theory_Greater_Icons::RareColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::RareBackground) elsif weapon.element_set.include?(Theory_Greater_Icons::UncommonElement) self.contents.font.color = Theory_Greater_Icons::UncommonColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::UncommonBackground) elsif !weapon.element_set.include?(Theory_Greater_Icons::RareElement) and !weapon.element_set.include?(Theory_Greater_Icons::UncommonElement) and !weapon.element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = normal_color self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::Background) end when RPG::Armor armor = @data[index] if armor.guard_element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = Theory_Greater_Icons::LegendaryColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::LegendaryBackground) elsif armor.guard_element_set.include?(Theory_Greater_Icons::RareElement) self.contents.font.color = Theory_Greater_Icons::RareColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::RareBackground) elsif armor.guard_element_set.include?(Theory_Greater_Icons::UncommonElement) self.contents.font.color = Theory_Greater_Icons::UncommonColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::UncommonBackground) elsif !armor.guard_element_set.include?(Theory_Greater_Icons::RareElement) and !armor.guard_element_set.include?(Theory_Greater_Icons::UncommonElement) and !armor.guard_element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = normal_color self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::Background) end when RPG::Item itema = $data_items[item.id] if itema.element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = Theory_Greater_Icons::LegendaryColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::LegendaryBackground) elsif itema.element_set.include?(Theory_Greater_Icons::RareElement) self.contents.font.color = Theory_Greater_Icons::RareColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::RareBackground) elsif itema.element_set.include?(Theory_Greater_Icons::UncommonElement) self.contents.font.color = Theory_Greater_Icons::UncommonColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::UncommonBackground) elsif !itema.element_set.include?(Theory_Greater_Icons::RareElement) and !itema.element_set.include?(Theory_Greater_Icons::UncommonElement) and !itema.element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = normal_color self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::Background) end end if item.price <= 0 self.contents.font.color = disabled_color end pricea = item.price / 2 self.contents.draw_text(x + Theory_Greater_Icons::Width + 3, y, 212, Theory_Greater_Icons::Height, item.name, 0) tempy = y + Theory_Greater_Icons::Height - 36 self.contents.font.color = normal_color self.contents.draw_text(x - 5, tempy, 24, Theory_Greater_Icons::Height, number.to_s, 2) self.contents.draw_text(x + 200, y, 16, Theory_Greater_Icons::Height, ":", 1) self.contents.draw_text(x + 206, y, 60, Theory_Greater_Icons::Height, pricea.to_s, 2) end end class Bitmap def draw_icon(x, y, filename, back='') backdrop = RPG::Cache.icon(back) center_x = Theory_Greater_Icons::Width / 2 + x center_y = Theory_Greater_Icons::Height / 2 + y left_x = center_x - backdrop.rect.width / 2 upper_y = center_y - backdrop.rect.height / 2 self.blt(left_x, upper_y, backdrop, backdrop.rect, 255) bitmap = filename left_x = center_x - bitmap.rect.width / 2 upper_y = center_y - bitmap.rect.height / 2 self.blt(left_x, upper_y - 2, bitmap, bitmap.rect, 255) end end class Window_Base # # * Draw Item Name # item : item # x : draw spot x-coordinate # y : draw spot y-coordinate # def draw_item_name(item, x, y) if item == nil return end @bitmap = RPG::Cache.icon(item.icon_name) case item when RPG::Weapon weapon = $data_weapons[item.id] if weapon.element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = Theory_Greater_Icons::LegendaryColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::LegendaryBackground) elsif weapon.element_set.include?(Theory_Greater_Icons::RareElement) self.contents.font.color = Theory_Greater_Icons::RareColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::RareBackground) elsif weapon.element_set.include?(Theory_Greater_Icons::UncommonElement) self.contents.font.color = Theory_Greater_Icons::UncommonColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::UncommonBackground) elsif !weapon.element_set.include?(Theory_Greater_Icons::RareElement) and !weapon.element_set.include?(Theory_Greater_Icons::UncommonElement) and !weapon.element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = normal_color self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::Background) end when RPG::Armor armor = $data_armors[item.id] if armor.guard_element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = Theory_Greater_Icons::LegendaryColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::LegendaryBackground) elsif armor.guard_element_set.include?(Theory_Greater_Icons::RareElement) self.contents.font.color = Theory_Greater_Icons::RareColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::RareBackground) elsif armor.guard_element_set.include?(Theory_Greater_Icons::UncommonElement) self.contents.font.color = Theory_Greater_Icons::UncommonColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::UncommonBackground) elsif !armor.guard_element_set.include?(Theory_Greater_Icons::RareElement) and !armor.guard_element_set.include?(Theory_Greater_Icons::UncommonElement) and !armor.guard_element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = normal_color self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::Background) end when RPG::Item itema = $data_items[item.id] if itema.element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = Theory_Greater_Icons::LegendaryColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::LegendaryBackground) elsif itema.element_set.include?(Theory_Greater_Icons::RareElement) self.contents.font.color = Theory_Greater_Icons::RareColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::RareBackground) elsif itema.element_set.include?(Theory_Greater_Icons::UncommonElement) self.contents.font.color = Theory_Greater_Icons::UncommonColor self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::UncommonBackground) elsif !itema.element_set.include?(Theory_Greater_Icons::RareElement) and !itema.element_set.include?(Theory_Greater_Icons::UncommonElement) and !itema.element_set.include?(Theory_Greater_Icons::LegendaryElement) self.contents.font.color = normal_color self.contents.draw_icon(x, y, @bitmap, Theory_Greater_Icons::Background) end end self.contents.draw_text(x + Theory_Greater_Icons::Width + 4, y, 212, Theory_Greater_Icons::Width, item.name) end end Но с на русской версии мейкера пропадают шрифты. Возможна ли его дороботка или что то подобное? Theory's Greater Icons? Я им пользуюсь, и он у меня стабильно работает, без всяких вылетов. Тут дело в патче. Попробуй перенести проект на непатченную версию. |
Огромный любитель среброволосых или пепельноволосых 2D-девушек с хорошим характером или со скрытыми привлекательными чертами.
Администратор запретил публиковать записи гостям.
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Здесь вы можете заказать скрипты! 14 года 10 мес. назад #29892
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У меня на пропатченной русской версии все норм.
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Администратор запретил публиковать записи гостям.
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Здесь вы можете заказать скрипты! 14 года 10 мес. назад #29918
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Решил в проект внедрить алхимию и на первых же шагах как головой об самосвал.На эвентах голова вскипела...Остались скрипты.
Нарыл удобный скрипт Module Craft by Prexus - Version 2.0 Вот он. ВНИМАНИЕ: Спойлер! [ Нажмите, чтобы развернуть ][ Нажмите, чтобы скрыть ] #=============================================================================== # Module Craft by Prexus # - Version 2.0 (12.31.06) # # This is the primary module of the PrexCraft script. Be sure to read the # instructions to learn how to create new recipes. Do not change any of the # constants in the DO NOT TOUCH section. #=============================================================================== module Craft #============================================================================= # CONSTANTS :: DO NOT TOUCH #============================================================================= ITEM = 0; ARMOR = 1; WEAPON = 2 NOT_CONSUMED = false; CONSUMED = true; #============================================================================= # CONSTANTS :: PLEASE TOUCH THESE.. BABY! #============================================================================= USE_LEVELS = true # Use Levels for skills. SHOW_COLORS = true # Use colorcoding (only for Levels) SHOW_LEVELS = true # Show recipe level display SHOW_LEVEL_UP = true # Show level up window SHOW_LIST_ICONS = true # Show icons in recipe list SHOW_RESULT_ICON = true # Show icons in result window SHOW_COMPONENT_ICONS = true # Show icons in component window #============================================================================= # TRADE :: OFFSET LEVEL RANGE (edit with caution) (For use with levels only) #============================================================================= TRADE_LEVEL_OFFSET = 10 #============================================================================= # COLORS :: EDIT WITH CAUTION (For use with Levels only) #============================================================================= TRIVIAL = Color.new( 64, 64, 64, 255) LOW = Color.new( 0, 255, 0, 255) MID = Color.new(255, 255, 0, 255) HIGH = Color.new(255, 128, 0, 255) IMPOSSIBLE = Color.new(255, 0, 0, 255) #============================================================================= # RECIPES :: Follow Instructions # # FORMAT : # {'NAME' => 'RECIPE NAME AS STRING', # 'TYPE' => 'RECIPE TYPE AS STRING', # 'LEVEL' => LEVEL_AS_INTEGER, << Not Necessary with USE_LEVELS set to False # 'RESULT' => [TYPE, ID, VALUE], # 'COMPONENTS' => [ # [TYPE, ID, VALUE, CONSUMED?], # [TYPE, ID, VALUE, CONSUMED?], # ... # ] # } # # To setup a recipe, follow the example below: # # {'NAME' => 'Cold Iron Sword', # 'TYPE' => 'Blacksmith', # 'LEVEL' => 10, # 'RESULT' => [WEAPON, 1, 1], # 'COMPONENTS' => [ # [ITEM, 1, 1, CONSUMED], # [ITEM, 2, 1, CONSUMED], # [WEAPON, 3, 1, NOT_CONSUMED] # ] # } # End Recipe [WEAPON, 1, 1] #============================================================================= RECIPES = [ {'NAME' => 'Cold Sword', 'TYPE' => 'Blacksmith', 'LEVEL' => 1, 'RESULT' => [WEAPON, 33, 1], 'COMPONENTS' => [ [ITEM, 33, 1, CONSUMED], [WEAPON, 1, 1, CONSUMED] ] }, {'NAME' => 'Tempered Sword', 'TYPE' => 'Blacksmith', 'LEVEL' => 20, 'RESULT' => [WEAPON, 34, 1], 'COMPONENTS' => [ [ITEM, 38, 1, NOT_CONSUMED], [WEAPON, 1, 1, CONSUMED] ] }, {'NAME' => 'Apple Pie', 'TYPE' => 'Cook', 'LEVEL' => 1, 'RESULT' => [ITEM, 36, 1], 'COMPONENTS' => [ [ITEM, 34, 1, NOT_CONSUMED], [ITEM, 35, 3, CONSUMED] ] } ] #============================================================================= # Craft Methods # # valid_recipe? : name # Checks if the recipe name given exists in the recipe data store. #============================================================================= def self.valid_recipe?(name) for recipe in RECIPES return true if name == recipe end return false end #============================================================================= # Craft Methods # # can_make? : name # Checks if the recipe is possible to make. First finds if the recipe given is # valid, then checks if there are enough components in your inventory. #============================================================================= def self.can_make?(name) return false unless self.valid_recipe?(name) for r in RECIPES next unless name == r recipe = r end return false unless recipe for component in recipe case component[0] when 0 # ITEM return false unless $game_party.item_number(component[1]) >= component[2] when 1 # ARMOR return false unless $game_party.armor_number(component[1]) >= component[2] when 2 # WEAPON return false unless $game_party.weapon_number(component[1]) >= component[2] end end return true end #============================================================================= # Craft Methods # # get_recipe : name # Returns the hash object containing the data information for the recipe if # the recipe is valid. Else returns nil. #============================================================================= def self.get_recipe(name) return nil unless self.valid_recipe?(name) for recipe in RECIPES return recipe if recipe == name end return nil end #============================================================================= # Craft Methods for LEVELS # # color_chart : diff # Returns the color suited for the recipe based on the difference between the # recipe level and your party's skill level #============================================================================= def self.color_chart(diff) if diff < 0 return IMPOSSIBLE elsif (0...TRADE_LEVEL_OFFSET).to_a.include?(diff) return HIGH elsif (TRADE_LEVEL_OFFSET...TRADE_LEVEL_OFFSET * 2).to_a.include?(diff) return MID elsif (TRADE_LEVEL_OFFSET * 2...TRADE_LEVEL_OFFSET * 3).to_a.include?(diff) return LOW else return TRIVIAL end end #============================================================================= # Craft Methods for LEVELS # # level_skill : skill, diff # Raises the level of the skill based on the difference between the recipe # level and the party's skill level. #============================================================================= def self.level_skill(skill, diff) if (0...TRADE_LEVEL_OFFSET).to_a.include?(diff) if rand(10) >= 1 $game_party.trade_level_up(skill, 1) return true else return false end elsif (TRADE_LEVEL_OFFSET...TRADE_LEVEL_OFFSET * 2).to_a.include?(diff) if rand(10) >= 3 $game_party.trade_level_up(skill, 1) return true else return false end elsif (TRADE_LEVEL_OFFSET * 2...TRADE_LEVEL_OFFSET * 3).to_a.include?(diff) if rand(10) >= 6 $game_party.trade_level_up(skill, 1) return true else return false end else return false end end end #=============================================================================== # Scene Craft # # This is the main interface for the crafting system. You can run it by using # the callscript command '$scene = Scene_Craft.new' or by adding it to your own # code in the same manner. #=============================================================================== class Scene_Craft def initialize(type = nil) @type = type end def main @recipe_list = Window_RecipeList.new(@type) @result_info = Window_ResultInfo.new(@recipe_list.data) @result_comp = Window_ResultComponents.new(@recipe_list.data) Graphics.transition loop do Graphics.update Input.update update break if $scene != self end Graphics.freeze @recipe_list.dispose @result_info.dispose @result_comp.dispose @level_window.dispose if @level_window end # def update @recipe_list.update @result_info.update(@recipe_list.data) @result_comp.update(@recipe_list.data) if @level_window @level_window.update @level_window.opacity -= 2 @level_window.contents_opacity -= 2 if @level_window.opacity == 0 @level_window.dispose @level_window = nil end end if Input.trigger?(Input:: $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new return end if Input.trigger?(Input::C) if craft(@recipe_list.data) $game_system.se_play($data_system.decision_se) else $game_system.se_play($data_system.buzzer_se) end @recipe_list.refresh @result_info.refresh @result_comp.refresh return end end # def craft(recipe) return false unless Craft.can_make?(recipe) recipe = Craft.get_recipe(@recipe_list.data) if Craft::USE_LEVELS skill = (recipe ? recipe : nil) level = (recipe ? recipe : 1) if skill return unless $game_party.trade_check?(skill, level) diff = ($game_party.trade_skills[skill] - level).abs old_level = $game_party.trade_skills[skill] if Craft.level_skill(skill, diff) if Craft::SHOW_LEVEL_UP if @level_window @level_window.dispose @level_window = nil end @level_window = Window_Base.new(0, 0, 256, 64) @level_window.contents = Bitmap.new(224, 32) @level_window.x = 320 - @level_window.width / 2 @level_window.y = 240 - @level_window.height / 2 @level_window.z = 9998 @level_window.contents.draw_text(4, 0, 224, 32, "#{skill} +#{($game_party.trade_skills[skill] - old_level).abs}", 1) end end end end for component in recipe case component[0] when 0 # Item $game_party.lose_item(component[1], component[2]) if component[3] when 1 # Armor $game_party.lose_armor(component[1], component[2]) if component[3] when 2 # Weapon $game_party.lose_weapon(component[1], component[2]) if component[3] end end case recipe[0] when 0 # Item $game_party.gain_item(recipe[1], recipe[2]) when 1 # Armor $game_party.gain_armor(recipe[1], recipe[2]) when 2 # Weapon $game_party.gain_weapon(recipe[1], recipe[2]) end return true end end #=============================================================================== # Window RecipeList # # This is a standard command window which shows all the recipes known by the # party. They will appear in White if you have the proper reagents to combine # or grey otherwise. #=============================================================================== class Window_RecipeList < Window_Selectable def initialize(type) super(0, 0, 224, 480) self.contents = Bitmap.new(width - 32, height - 32) @data = [] @type = type refresh end # def data return @data[self.index] end # def refresh self.contents.clear @data = [] for recipe in $game_party.recipes if @type next unless Craft.get_recipe(recipe) == @type end @data.push(recipe) if Craft.valid_recipe?(recipe) end @item_max = @data.size self.index = [[self.index, 0].max, @item_max].min for i in [email protected] data = @data next unless data x = (Craft::SHOW_LIST_ICONS ? 32 : 4) recipe = Craft.get_recipe(data) if Craft::SHOW_LIST_ICONS case recipe[0] when 0 # ITEM bitmap = RPG::Cache.icon($data_items[recipe[1]].icon_name) self.contents.blt(4, i * 32 + 4, bitmap, Rect.new(0, 0, 24, 24)) when 1 # ARMOR bitmap = RPG::Cache.icon($data_armors[recipe[1]].icon_name) self.contents.blt(4, i * 32 + 4, bitmap, Rect.new(0, 0, 24, 24)) when 2 # WEAPON bitmap = RPG::Cache.icon($data_weapons[recipe[1]].icon_name) self.contents.blt(4, i * 32 + 4, bitmap, Rect.new(0, 0, 24, 24)) end end if Craft::USE_LEVELS level = (recipe ? recipe : 1) diff = $game_party.trade_skills[recipe] - level if Craft::SHOW_COLORS self.contents.font.color = Craft.color_chart(diff) else self.contents.font.color = (Craft.can_make?(data) ? normal_color : disabled_color) end if Craft::SHOW_LEVELS self.contents.draw_text(x, i * 32, self.contents.width - x, 32, "(#{recipe}) #{data}") else self.contents.draw_text(x, i * 32, self.contents.width - x, 32, data.to_s) end else self.contents.font.color = (Craft.can_make?(data) ? normal_color : disabled_color) self.contents.draw_text(x, i * 32, self.contents.width - x, 32, data.to_s) end end end end #=============================================================================== # Window ResultInfo # # This window displays all the information regarding the resulting item. #=============================================================================== class Window_ResultInfo < Window_Base def initialize(recipe) super(224, 0, 640-224, 272) self.contents = Bitmap.new(width - 32, height - 32) @recipe = recipe refresh end # def refresh self.contents.clear recipe = Craft.get_recipe(@recipe) return unless recipe case recipe[0] when 0 # ITEM item = $data_items[recipe[1]] return unless item if Craft::SHOW_RESULT_ICON bitmap = RPG::Cache.icon(item.icon_name) self.contents.blt(4, 4, bitmap, Rect.new(0, 0, 24, 24)) self.contents.draw_text(32, 0, self.contents.width - 36, 32, item.name.to_s) else self.contents.draw_text(4, 0, self.contents.width - 8, 32, item.name.to_s) end self.contents.draw_text(4, 0, self.contents.width - 8, 32, "#{item.price} #{$data_system.words.gold}", 2) if item.recover_hp_rate != 0 self.contents.draw_text(4, 48, self.contents.width - 8, 32, "HP: #{item.recover_hp_rate}%") elsif item.recover_hp != 0 self.contents.draw_text(4, 48, self.contents.width - 8, 32, "HP: #{item.recover_hp}") end if item.recover_sp_rate != 0 self.contents.draw_text(4, 48, self.contents.width - 8, 32, "SP: #{item.recover_sp_rate}%", 1) elsif item.recover_sp != 0 self.contents.draw_text(4, 48, self.contents.width - 8, 32, "SP: #{item.recover_sp}", 1) end self.contents.draw_text(4, 80, self.contents.width - 8, 32, "Hit%: #{item.hit}") self.contents.draw_text(4, 80, self.contents.width - 8, 32, "Variance: #{item.variance}", 2) case item.parameter_type when 1 self.contents.draw_text(4, 48, self.contents.width - 8, 32, "Max HP: +#{item.parameter_points}", 2) when 2 self.contents.draw_text(4, 48, self.contents.width - 8, 32, "Max SP: +#{item.parameter_points}", 2) when 3 self.contents.draw_text(4, 48, self.contents.width - 8, 32, "STR: +#{item.parameter_points}", 2) when 4 self.contents.draw_text(4, 48, self.contents.width - 8, 32, "DEX: +#{item.parameter_points}", 2) when 5 self.contents.draw_text(4, 48, self.contents.width - 8, 32, "AGI: +#{item.parameter_points}", 2) when 6 self.contents.draw_text(4, 48, self.contents.width - 8, 32, "INT: +#{item.parameter_points}", 2) end state_text = 'State + ' for state in item.plus_state_set state_text += ', ' unless state == item.plus_state_set.first state_text += $data_states[state].name end self.contents.draw_text(4, 112, self.contents.width - 8, 32, "#{state_text}") state_text = 'State - ' for state in item.minus_state_set state_text += ', ' unless state == item.minus_state_set.first state_text += $data_states[state].name end self.contents.draw_text(4, 144, self.contents.width - 8, 32, "#{state_text}") when 1 # ARMOR item = $data_armors[recipe[1]] return unless item if Craft::SHOW_RESULT_ICON bitmap = RPG::Cache.icon(item.icon_name) self.contents.blt(4, 4, bitmap, Rect.new(0, 0, 24, 24)) self.contents.draw_text(32, 0, self.contents.width - 36, 32, item.name.to_s) else self.contents.draw_text(4, 0, self.contents.width - 8, 32, item.name.to_s) end self.contents.draw_text(4, 0, self.contents.width - 8, 32, "#{item.price} #{$data_system.words.gold}", 2) case item.kind when 0 # Shield self.contents.draw_text(4, 48, self.contents.width - 8, 32, 'Shield') when 1 # Helmet self.contents.draw_text(4, 48, self.contents.width - 8, 32, 'Helmet') when 2 # Body Armor self.contents.draw_text(4, 48, self.contents.width - 8, 32, 'Body Armor') when 3 # Accessory self.contents.draw_text(4, 48, self.contents.width - 8, 32, 'Accessory') end self.contents.draw_text(4, 48, self.contents.width - 8, 32, "EVA: #{item.eva}", 2) self.contents.draw_text(4, 80, self.contents.width - 8, 32, "PDEF: #{item.pdef}") self.contents.draw_text(4, 80, self.contents.width - 8, 32, "STR: #{item.str_plus}", 1) self.contents.draw_text(4, 80, self.contents.width - 8, 32, "DEX: #{item.dex_plus}", 2) self.contents.draw_text(4, 112, self.contents.width - 8, 32, "MDEF: #{item.mdef}") self.contents.draw_text(4, 112, self.contents.width - 8, 32, "AGI: #{item.agi_plus}", 1) self.contents.draw_text(4, 112, self.contents.width - 8, 32, "INT: #{item.int_plus}", 2) state_text = 'State Guard: ' for state in item.guard_state_set state_text += ', ' unless state == item.guard_state_set.first state_text += $data_states[state].name end self.contents.draw_text(4, 144, self.contents.width - 8, 32, "#{state_text}") state_text = 'Element Guard: ' for state in item.guard_element_set state_text += ', ' unless state == item.guard_element_set.first state_text += $data_system.elements[state] end self.contents.draw_text(4, 176, self.contents.width - 8, 32, "#{state_text}") if item.auto_state_id != 0 self.contents.draw_text(4, 208, self.contents.width - 8, 32, "Auto State: #{$data_states[item.auto_state_id].name}") end when 2 # WEAPON item = $data_weapons[recipe[1]] return unless item if Craft::SHOW_RESULT_ICON bitmap = RPG::Cache.icon(item.icon_name) self.contents.blt(4, 4, bitmap, Rect.new(0, 0, 24, 24)) self.contents.draw_text(32, 0, self.contents.width - 36, 32, item.name.to_s) else self.contents.draw_text(4, 0, self.contents.width - 8, 32, item.name.to_s) end self.contents.draw_text(4, 0, self.contents.width - 8, 32, "#{item.price} #{$data_system.words.gold}", 2) self.contents.draw_text(4, 48, self.contents.width - 8, 32, "ATK: #{item.atk}") self.contents.draw_text(4, 48, self.contents.width - 8, 32, "PDEF: #{item.pdef}", 1) self.contents.draw_text(4, 48, self.contents.width - 8, 32, "MDEF: #{item.mdef}", 2) self.contents.draw_text(4, 80, self.contents.width - 8, 32, "STR: #{item.str_plus}") self.contents.draw_text(4, 80, self.contents.width - 8, 32, "DEX: #{item.dex_plus}", 2) self.contents.draw_text(4, 112, self.contents.width - 8, 32, "AGI: #{item.agi_plus}") self.contents.draw_text(4, 112, self.contents.width - 8, 32, "INT: #{item.int_plus}", 2) state_text = 'State + ' for state in item.plus_state_set state_text += ', ' unless state == item.plus_state_set.first state_text += $data_states[state].name end self.contents.draw_text(4, 144, self.contents.width - 8, 32, "#{state_text}") state_text = 'State - ' for state in item.minus_state_set state_text += ', ' unless state == item.minus_state_set.first state_text += $data_states[state].name end self.contents.draw_text(4, 176, self.contents.width - 8, 32, "#{state_text}") state_text = 'Element: ' for state in item.element_set state_text += ', ' unless state == item.element_set.first state_text += $data_system.elements[state] end self.contents.draw_text(4, 208, self.contents.width - 8, 32, "#{state_text}") end end # def update(recipe) super() return unless recipe != @recipe @recipe = recipe refresh end end #=============================================================================== # Window ResultComponents # # This window displays all the components required for the combination, as well # as the amount you have and the amount required of each. If an item has a * # after the name, it will not be consumed in the combination. #=============================================================================== class Window_ResultComponents < Window_Base def initialize(recipe) super(224, 272, 640-224, 208) self.contents = Bitmap.new(width - 32, height - 32) @recipe = recipe refresh end # def refresh self.contents.clear recipe = Craft.get_recipe(@recipe) return unless recipe i = 0 for component in recipe case component[0] when 0 # ITEM item = $data_items[component[1]] number = $game_party.item_number(component[1]) when 1 # ARMOR item = $data_armors[component[1]] number = $game_party.armor_number(component[1]) when 2 # WEAPON item = $data_weapons[component[1]] number = $game_party.weapon_number(component[1]) end next unless item text = "#{item.name}" text += ' (*)' unless component[3] x = (Craft::SHOW_COMPONENT_ICONS ? 32 : 4) if Craft::SHOW_COMPONENT_ICONS bitmap = RPG::Cache.icon(item.icon_name) self.contents.blt(4, i * 32 + 4, bitmap, Rect.new(0, 0, 24, 24)) end self.contents.draw_text(x, i * 32, self.contents.width - x - 4, 32, "#{text}") self.contents.draw_text(x, i * 32, self.contents.width - x - 4, 32, "#{number}/#{component[2]}", 2) i += 1 end end # def update(recipe) super() return unless recipe != @recipe @recipe = recipe refresh end end #=============================================================================== # Game_Party # # This is a small edit of the original Game_Party class to add recognition for # recipes. It also adds the methods below: # add_recipe() : name # - this will teach the party the recipe, if it's valid. name is the name # of the recipe. # remove_recipe() : name # - this will force the party to forget the recipe, if it's known. name is # the name of the recipe. # have_recipe() : name # - this will return true or false, depending on if the party knows the # recipe. Primary used in the can_make? method of the Craft module. # -- FOR LEVELS -- # learn_trade() : name # - this will set the level of the 'trade skill' to 1, enabling it for use # with recipes. # forget_trade() : name # - this will reset the level of the 'trade skill' to 0. # trade_check() : name, level # - this will return true or false, depending on if the arguement 'level' is # less than or equal to the 'trade skill'. # trade_level_up() : name, value = 1 # - this will add the value to the existing trade level. Used primary by # the Craft module. #=============================================================================== class Game_Party attr_reader :recipes attr_reader :trade_skills # alias prexcraft_g_party_initialize initialize # def initialize prexcraft_g_party_initialize @recipes = [] @trade_skills = Hash.new(0) end # def add_recipe(name) @recipes.push(name) if Craft.valid_recipe?(name) and !have_recipe(name) end # def remove_recipe(name) @recipes.delete(name) end # def have_recipe(name) return @recipes.include?(name) end # def learn_trade(name) @trade_skills[name] = 1 end # def forget_trade(name) @trade_skills[name] = 0 end # def trade_check?(name, level) return (@trade_skills[name] >= level) end # def trade_level_up(name, value = 1) @trade_skills[name] += value end end Вроде сделал всё правильно но после вызова скрипта-команды $scene = Scene_Craft.new мейкер кричит ошибку и вылетает.Захожу в редактор скриптов а он стоит на строчке for recipe in $game_party.recipes Взял с;rmxp.pl/index.php?topic=1718.0 Что делать? |
Последнее редактирование: 14 года 10 мес. назад от Алексей Владимирович.
Администратор запретил публиковать записи гостям.
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Модераторы: NeKotZima
Время создания страницы: 0.921 секунд