ГлавнаяФорумRPG MakerСкрипты/ПлагиныRPG Maker VX ACEВопросы по скриптам ACEНужна помощь с Crafting System.
Войти на сайт
×
ТЕМА: Нужна помощь с Crafting System.
Нужна помощь с Crafting System. 9 года 2 мес. назад #85122
|
Есть такой скрипт.
#==============================================================================
# Crafting System
# Version 1.9
# By Szyu
#
# About:
# Craft items, weapons and armors.
#
# Instructions:
# - Place below "? Materials" but above "? Main Process".
# - Call global Crafting List by "SceneManager.call(Scene_Crafting)" or
# "SceneManager.call(Scene_Crafting, -1)".
# For categorized Crafting Lists use "SceneManager.call(Scene_Crafting, x)"
#
# How to Use:
# - "<ingredients> content </ingredients>" marks the area for ingredients
# example:
# <ingredients>
# i: 3x 5 => 3 items of item_id 5
# w: 2x 7 => 2 weapons of weapon_id 7
# a: 1x 2 => 1 armor of armor_id 2
# </ingredients>
#
# - "<recipe book>" marks the item as a recipe book, able to hold recipes
# - "<category: x>" marks a recipe book as category x. You can call seperate
# category crafting lists by SceneManager.call(Scene_Crafting, x)
#
# - "<recipes> content </recipes>" marks the area for recipes if the
# item is a crafting book
# example:
# <recipes>
# i: 5 => ability to craft the item with id 5
# w: 7 => ability to craft the weapon with id 7
# a: 2 - 20 => ability to craft armors from id 2 to id 20
# </recipes>
#
# - "$data_items[book_id].add_recipe("i/w/a: id")" adds a new recipe to a book
# - "$data_items[book_id].add_recipe("i/w/a: id1 - id2")" adds a new recipe to a book
# - "$data_items[book_id].remove_recipe("i/w/a: id")" removes a recipe from a book
# - "$data_items[book_id].remove_recipe("i/w/a: id1 - id2")" removes a recipe from a book
#
# Requires:
# - RPG Maker VX Ace
#
# Terms of Use:
# - Free for commercal and non-commercial use. Please list me
# in the credits to support my work.
#
# Pastebin:
# http://pastebin.com/CxB8F8T5
#
#==============================================================
# * Configuration
#==============================================================
# Term used for crafting from recipe books
INGREDIENTS_TERM = "Ингредиенты"
CR_WEAPON_TYPE_TERM = "Оружие"
CR_ARMOR_TYPE_TERM = "Доспех"
CRAFTING_CATEGORIES = ["Alchemy","Blacksmithing"]
# Custom crafting sounds by category
CUSTOM_CRAFT_SOUNDS_BY_CAT = ["Saint5", "Bell2"]
# Custom crafting sounds for RPG::Item, RPG::Weapon, RPG::Armor if no special cat
CUSTOM_CRAFT_SOUNDS_BY_TYPE = ["Saint5", "Bell2", "Bell3"]
# If you want to use crafting from the menu, set this to true, else false
CRAFTING_IN_MENU = true
MENU_CRAFTING_VOCAB = "Книга рецептов"
# Vocabs used in status section for crafted items
CRAFTING_ITEM_STATUS ={
:empty => "-", # Text used when nothing is shown.
:hp_recover => "HP", # Text used for HP Recovery.
:mp_recover => "MP", # Text used for MP Recovery.
:tp_recover => "TP", # Text used for TP Recovery.
:tp_gain => "TP gain", # Text used for TP Gain.
:applies => "applies", # Text used for applied states and buffs.
:removes => "removes", # Text used for removed states and buffs.
}
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#==============================================================
# * Scene_Crafting
#==============================================================
class Scene_Crafting < Scene_ItemBase
def initialize()
@cr_category = SceneManager.scene_param[0] ? SceneManager.scene_param[0] : -1
end
def start
super
create_help_window
create_category_window
create_ingredients_window
create_item_window
end
def create_category_window
@category_window = Window_CraftingCategory.new
@category_window.viewport = @viewport
@category_window.help_window = @help_window
@category_window.y = @help_window.height
@category_window.set_handler(:ok, method(:on_category_ok))
@category_window.set_handler(:cancel, method(:return_scene))
end
def create_ingredients_window
wx = 240
wy = @category_window.y + @category_window.height
ww = Graphics.width - wx
wh = Graphics.height - wy
@ingredients_window = Window_CraftingIngredients.new(wx,wy,ww,wh)
@ingredients_window.viewport = @viewport
end
def create_item_window
wy = @category_window.y + @category_window.height
wh = Graphics.height - wy
@item_window = Window_CraftingItemList.new(0, wy, 240, wh)
@item_window.cr_category = @cr_category
@item_window.viewport = @viewport
@item_window.help_window = @help_window
@item_window.set_handler(:ok, method(:on_item_ok))
@item_window.set_handler(:cancel, method(:on_item_cancel))
@item_window.set_handler(:right, method(:ingredients_show_stats))
@item_window.set_handler(:left, method(:ingredients_show_ingredients))
@item_window.ingredients_window = @ingredients_window
@category_window.item_window = @item_window
end
def on_category_ok
@item_window.activate
@item_window.select_last
end
def on_item_ok
determine_crafting
end
def on_item_cancel
@item_window.unselect
@category_window.activate
end
def determine_crafting
craft_item if @item_window.item.match_ingredients?
end
def craft_item
item = @item_window.item
item.ingredients.each do |ing|
if ing[0].is_a?(RPG::BaseItem)
$game_party.lose_item(ing[0],ing[1])
else
$game_party.lose_gold(ing[1])
end
end
$game_party.gain_item(item,1)
if @cr_category != -1
csf = CUSTOM_CRAFT_SOUNDS_BY_CAT[@cr_category]
else
if item.is_a?(RPG::Item)
csf = CUSTOM_CRAFT_SOUNDS_BY_TYPE[0]
elsif item.is_a?(RPG::Weapon)
csf = CUSTOM_CRAFT_SOUNDS_BY_TYPE[1]
elsif item.is_a?(RPG::Armor)
csf = CUSTOM_CRAFT_SOUNDS_BY_TYPE[2]
end
end
RPG::SE.new(csf, 100, 50).play
@item_window.refresh
@item_window.activate
end
def ingredients_show_ingredients
@ingredients_window.showtype = 0
end
def ingredients_show_stats
@ingredients_window.showtype = 1
end
end
#==============================================================
# * Scene_Menu
#==============================================================
class Scene_Menu < Scene_MenuBase
alias add_crafting_menu_entry create_command_window
def create_command_window
add_crafting_menu_entry
@command_window.set_handler(:crafting, method(:open_crafting)) if CRAFTING_IN_MENU
end
def open_crafting
SceneManager.call(Scene_Crafting, -1)
end
end
#==============================================================
# * Window_CraftingCategory
#==============================================================
class Window_CraftingCategory < Window_HorzCommand
attr_reader :item_window
def initialize
super(0, 0)
end
def window_width
Graphics.width
end
def col_max
return 3
end
def update
super
@item_window.category = current_symbol if @item_window
end
def make_command_list
add_command(Vocab::item, :item)
add_command(Vocab::weapon, :weapon)
add_command(Vocab::armor, :armor)
end
def item_window=(item_window)
@item_window = item_window
update
end
end
#==============================================================
# * Window_CraftingCategory
#==============================================================
class Window_CraftingItemList < Window_Selectable
attr_reader :ingredients_window
attr_accessor :cr_category
def initialize(x, y, width, height)
super
@category = :none
@data = []
end
def category=(category)
return if @category == category
@category = category
refresh
self.oy = 0
end
def col_max
return 1
end
def item_max
@data ? @data.size : 1
end
def item
@data && index >= 0 ? @data[index] : nil
end
def current_item_enabled?
return false unless @data[index]
@data[index].match_ingredients?
end
def include?(item)
case @category
when :item
item.is_a?(RPG::Item)
when :weapon
item.is_a?(RPG::Weapon)
when :armor
item.is_a?(RPG::Armor)
else
false
end
end
def enable?(item)
$game_party.usable?(item)
end
def make_item_list
rbooks = $game_party.all_items.select {|item| item.recipe_book}
rbooks.delete_if {|x| x.cr_category != @cr_category} if @cr_category != -1
@data = []
rbooks.each do |book|
sdata = book.recipes.select {|recipe| include?(recipe) }
@data.concat sdata
end
@data.push(nil) if include?(nil)
end
def select_last
select(@data.index($game_party.last_item.object) || 0)
end
def draw_item(index)
item = @data[index]
if item
rect = item_rect(index)
rect.width -= 4
draw_item_name(item, rect.x, rect.y, item.match_ingredients?, width-70)
draw_item_number(rect, item)
end
end
def draw_item_number(rect, item)
draw_text(rect, sprintf(":%2d", $game_party.item_number(item)), 2)
end
def update_help
@help_window.set_item(item)
@ingredients_window.item = item if @ingredients_window
end
def refresh
make_item_list
create_contents
draw_all_items
end
def ingredients_window=(ingredients_window)
@ingredients_window = ingredients_window
update
end
def process_ok
if current_item_enabled?
Input.update
deactivate
call_ok_handler
else
Sound.play_buzzer
end
end
alias cr_us_win unselect
def unselect
cr_us_win
@ingredients_window.contents.clear
end
end
#==============================================================
# * Window_MenuCraftingList
#==============================================================
class Window_MenuCraftingList < Window_Selectable
attr_reader :ingredients_window
attr_reader :book
alias cr_ing_help call_update_help
alias cr_ing_hide hide
def initialize(book,y)
@book = book
super(0,y, 240, Graphics.height-y)
self.visible = false
refresh
end
def window_height
Graphics.height-self.y
end
def item_max
@book.recipes.size
end
def item_height
line_height+4
end
def draw_item(index)
recipe = @book.recipes[index]
rect = item_rect(index)
draw_icon(recipe.icon_index, rect.x+2, rect.y+2)
draw_text(rect.x+30,rect.y+2,width-75, line_height, recipe.name)
draw_text(rect.x-30,rect.y+2,width, line_height, sprintf(":%2d", $game_party.item_number(@item)), 2)
end
def process_ok
super
$game_party.menu_actor = $game_party.members[index]
end
def select_last
select($game_party.menu_actor.index || 0)
end
def select_for_item(item)
select(0)
@book = item
end
def ingredients_window=(ingredients_window)
@ingredients_window = ingredients_window
update
end
def call_update_help
cr_ing_help
@ingredients_window.item = @book.recipes[@index] if @ingredients_window && @index >= 0
end
def hide
cr_ing_hide
@ingredients_window.hide.deactivate
end
end
#==============================================================
# * Window_CraftingIngredients
#==============================================================
class Window_CraftingIngredients < Window_Selectable
def initialize(x,y,w,h)
super(x,y,w,h)
@item = nil
@showtype=0
end
def item=(item)
@item = item
refresh
end
def refresh
contents.clear
return if !@item
case @showtype
when 1
#draw_stats_item if @item.is_a?(RPG::Item)
draw_stats
else
draw_ingredients
end
end
def draw_ingredients
change_color(system_color)
draw_text(0,line_height*0,width,line_height, INGREDIENTS_TERM)
i = 1
@item.ingredients.each do |ing|
change_color(normal_color)
change_color(normal_color)
if ing[0].is_a?(String)
draw_icon(361,0,line_height*i)
draw_text(24,line_height*i, width,line_height, ing[0])
inumber = $game_party.gold
else
draw_icon(ing[0].icon_index,0,line_height*i)
draw_text(24,line_height*i, width,line_height, ing[0].name)
inumber = $game_party.item_number(ing[0])
end
change_color(crisis_color) if inumber < ing[1]
change_color(hp_gauge_color1) if inumber == 0
change_color(tp_gauge_color2) if inumber >= ing[1]
txt = sprintf("%d/%d",inumber, ing[1])
draw_text(-24,line_height*i,width-4,line_height,txt,2)
i += 1
end
change_color(normal_color)
end
def draw_stats
draw_item_stats
draw_item_effects
end
def showtype=(st)
@showtype = st
refresh
end
def draw_background_box(dx, dy, dw)
colour = Color.new(0, 0, 0, translucent_alpha/2)
rect = Rect.new(dx+1, dy+1, dw-2, line_height-2)
contents.fill_rect(rect, colour)
end
def draw_item_stats
return unless @item.is_a?(RPG::Weapon) || @item.is_a?(RPG::Armor)
dx = 0; dy = 0
dw = (contents.width) / 2
for i in 0...8
draw_equip_param(i, dx, dy, dw)
dx = dx >= dw ? 0 : dw
dy += line_height if dx == 0
end
end
def draw_equip_param(param_id, dx, dy, dw)
draw_background_box(dx, dy, dw)
change_color(system_color)
draw_text(dx+4, dy, dw-8, line_height, Vocab::param(param_id))
draw_set_param(param_id, dx, dy, dw)
end
def draw_set_param(param_id, dx, dy, dw)
value = @item.params[param_id]
change_color(param_change_color(value), value != 0)
text = value.to_s
text = "+" + text if value > 0
draw_text(dx+4, dy, dw-8, line_height, text, 2)
return text
end
def draw_percent_param(param_id, dx, dy, dw)
value = @item.per_params[param_id]
change_color(param_change_color(value))
text = (@item.per_params[param_id] * 100).to_i.to_s + "%"
text = "+" + text if @item.per_params[param_id] > 0
draw_text(dx+4, dy, dw-8, line_height, text, 2)
return text
end
def draw_item_effects
return unless @item.is_a?(RPG::Item)
dx = 0; dy = 0
dw = (contents.width) / 2
draw_hp_recover(dx, dy + line_height * 0, dw)
draw_mp_recover(dx, dy + line_height * 1, dw)
draw_tp_recover(dx + dw, dy + line_height * 0, dw)
draw_tp_gain(dx + dw, dy + line_height * 1, dw)
dw = contents.width
draw_applies(dx, dy + line_height * 2, dw)
draw_removes(dx, dy + line_height * 3, dw)
end
def draw_hp_recover(dx, dy, dw)
draw_background_box(dx, dy, dw)
change_color(system_color)
draw_text(dx+4, dy, dw-8, line_height, CRAFTING_ITEM_STATUS[:hp_recover])
per = 0
set = 0
for effect in @item.effects
next unless effect.code == 11
per += (effect.value1 * 100).to_i
set += effect.value2.to_i
end
if per != 0 && set != 0
change_color(param_change_color(set))
text = set > 0 ? sprintf("+%s", set.to_s) : set.to_s
draw_text(dx+4, dy, dw-8, line_height, text, 2)
dw -= text_size(text).width
change_color(param_change_color(per))
text = per > 0 ? sprintf("+%s%%", per.to_s) : sprintf("%s%%", per.to_s)
draw_text(dx+4, dy, dw-8, line_height, text, 2)
return
elsif per != 0
change_color(param_change_color(per))
text = per > 0 ? sprintf("+%s%%", per.to_s) : sprintf("%s%%", per.to_s)
elsif set != 0
change_color(param_change_color(set))
text = set > 0 ? sprintf("+%s", set.to_s) : set.to_s
else
change_color(normal_color, false)
text = CRAFTING_ITEM_STATUS[:empty]
end
draw_text(dx+4, dy, dw-8, line_height, text, 2)
end
def draw_mp_recover(dx, dy, dw)
draw_background_box(dx, dy, dw)
change_color(system_color)
draw_text(dx+4, dy, dw-8, line_height, CRAFTING_ITEM_STATUS[:mp_recover])
per = 0
set = 0
for effect in @item.effects
next unless effect.code == 12
per += (effect.value1 * 100).to_i
set += effect.value2.to_i
end
if per != 0 && set != 0
change_color(param_change_color(set))
text = set > 0 ? sprintf("+%s", set.to_s) : set.to_s
draw_text(dx+4, dy, dw-8, line_height, text, 2)
dw -= text_size(text).width
change_color(param_change_color(per))
text = per > 0 ? sprintf("+%s%%", per.to_s) : sprintf("%s%%", per.to_s)
draw_text(dx+4, dy, dw-8, line_height, text, 2)
return
elsif per != 0
change_color(param_change_color(per))
text = per > 0 ? sprintf("+%s%%", per.to_s) : sprintf("%s%%", per.to_s)
elsif set != 0
change_color(param_change_color(set))
text = set > 0 ? sprintf("+%s", set.to_s) : set.to_s
else
change_color(normal_color, false)
text = CRAFTING_ITEM_STATUS[:empty]
end
draw_text(dx+4, dy, dw-8, line_height, text, 2)
end
def draw_tp_recover(dx, dy, dw)
draw_background_box(dx, dy, dw)
change_color(system_color)
draw_text(dx+4, dy, dw-8, line_height, CRAFTING_ITEM_STATUS[:tp_recover])
set = 0
for effect in @item.effects
next unless effect.code == 13
set += effect.value1.to_i
end
if set != 0
change_color(param_change_color(set))
text = set > 0 ? sprintf("+%s", set.to_s) : set.to_s
else
change_color(normal_color, false)
text = CRAFTING_ITEM_STATUS[:empty]
end
draw_text(dx+4, dy, dw-8, line_height, text, 2)
end
def draw_tp_gain(dx, dy, dw)
draw_background_box(dx, dy, dw)
change_color(system_color)
draw_text(dx+4, dy, dw-8, line_height, CRAFTING_ITEM_STATUS[:tp_gain])
set = @item.tp_gain
if set != 0
change_color(param_change_color(set))
text = set > 0 ? sprintf("+%s", set.to_s) : set.to_s
else
change_color(normal_color, false)
text = CRAFTING_ITEM_STATUS[:empty]
end
draw_text(dx+4, dy, dw-8, line_height, text, 2)
end
def draw_applies(dx, dy, dw)
draw_background_box(dx, dy, dw)
change_color(system_color)
draw_text(dx+4, dy, dw-8, line_height, CRAFTING_ITEM_STATUS[:applies])
icons = []
for effect in @item.effects
case effect.code
when 21
next unless effect.value1 > 0
next if $data_states[effect.value1].nil?
icons.push($data_states[effect.data_id].icon_index)
when 31
icons.push($game_actors[1].buff_icon_index(1, effect.data_id))
when 32
icons.push($game_actors[1].buff_icon_index(-1, effect.data_id))
end
icons.delete(0)
break if icons.size >= 10
end
draw_icons(dx, dy, dw, icons)
end
def draw_removes(dx, dy, dw)
draw_background_box(dx, dy, dw)
change_color(system_color)
draw_text(dx+4, dy, dw-8, line_height, CRAFTING_ITEM_STATUS[:removes])
icons = []
for effect in @item.effects
case effect.code
when 22
next unless effect.value1 > 0
next if $data_states[effect.value1].nil?
icons.push($data_states[effect.data_id].icon_index)
when 33
icons.push($game_actors[1].buff_icon_index(1, effect.data_id))
when 34
icons.push($game_actors[1].buff_icon_index(-1, effect.data_id))
end
icons.delete(0)
break if icons.size >= 10
end
draw_icons(dx, dy, dw, icons)
end
def draw_icons(dx, dy, dw, icons)
dx += dw - 4
dx -= icons.size * 24
for icon_id in icons
draw_icon(icon_id, dx, dy)
dx += 24
end
if icons.size == 0
change_color(normal_color, false)
text = CRAFTING_ITEM_STATUS[:empty]
draw_text(4, dy, contents.width-8, line_height, text, 2)
end
end
end
#==============================================================
# * Window_MenuCommand
#==============================================================
class Window_MenuCommand < Window_Command
alias add_crafting_menu_entry add_main_commands
def add_main_commands
add_crafting_menu_entry
add_command(MENU_CRAFTING_VOCAB, :crafting) if CRAFTING_IN_MENU
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#==============================================================
# * Initialize BaseItems
#==============================================================
module DataManager
class << self
alias load_db_sz_crafting load_database
alias save_crafting_recipe_books make_save_contents
alias load_crafting_recipe_books extract_save_contents
end
def self.load_database
load_db_sz_crafting
load_crafting_item_notetags
end
def self.load_crafting_item_notetags
groups = [$data_items, $data_weapons, $data_armors]
for group in groups
for obj in group
next if obj.nil?
obj.load_crafting_notetags_sz
end
end
end
def self.make_save_contents
contents = save_crafting_recipe_books
recipe_books = {}
for item in $data_items
next if item.nil?
next if not item.recipe_book
recipe_books[item.id] = item.recipes
end
contents[:recipe_books] = recipe_books
contents
end
def self.extract_save_contents(contents)
load_crafting_recipe_books(contents)
recipe_books = contents[:recipe_books]
recipe_books.each do |id, recipes|
$data_items[id].recipes = recipes
end
end
end
#==============================================================
# * Call Scene with Parameters
#==============================================================
class << SceneManager
alias call_scene_crafting call
attr_accessor :scene_param
def call(scene_class, *param)
@scene_param = param
call_scene_crafting(scene_class)
end
end
#==============================================================
# * List Recipes of a Book
#==============================================================
class Scene_Item < Scene_ItemBase
alias sz_crafting_determitem determine_item
def determine_item
if item.recipe_book
create_crafting_item_window
show_crafting_sub_window(@crafting_item_window)
else
sz_crafting_determitem
end
end
def create_crafting_item_window
wy = @help_window.height+@category_window.height
@crafting_item_window = Window_MenuCraftingList.new(item,wy)
@crafting_item_window.set_handler(:cancel, method(:on_sz_item_cancel))
@crafting_item_window.set_handler(:left, method(:ingredients_show_ingredients))
@crafting_item_window.set_handler(:right, method(:ingredients_show_stats))
ww = Graphics.width - @crafting_item_window.width
wh = Graphics.height - wy
@ingredients_window = Window_CraftingIngredients.new(240, wy,ww,wh)
@ingredients_window.viewport
@crafting_item_window.ingredients_window = @ingredients_window
end
def on_sz_item_cancel
hide_crafting_sub_window(@crafting_item_window)
end
def show_crafting_sub_window(window)
height_remain = @help_window.height+@category_window.height
@viewport.rect.height = height_remain
window.show.activate
end
def hide_crafting_sub_window(window)
@viewport.rect.y = @viewport.oy = 0
@viewport.rect.height = Graphics.height
window.hide.deactivate
activate_item_window
end
def ingredients_show_ingredients
@ingredients_window.showtype = 0
end
def ingredients_show_stats
@ingredients_window.showtype = 1
end
end
class Window_Selectable < Window_Base
alias :sz_cr_input_handler_process_handling :process_handling
def process_handling
return unless open? && active
sz_cr_input_handler_process_handling
return call_handler(:left) if handle?(:left) && Input.trigger?(:LEFT)
return call_handler(:right) if handle?(:right) && Input.trigger?(:RIGHT)
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
#==============================================================
# * Content of Crafting Items
#==============================================================
class RPG::BaseItem
attr_accessor :ingredients
attr_accessor :recipe_book
attr_accessor :recipes
attr_accessor :cr_category
def load_crafting_notetags_sz
@ingredients = []
@recipe_book = false
@recipes = []
@cr_category = -1
@scan_ingredients = false
@scan_recipes = false
self.note.split(/[\r\n]+/).each do |line|
case line.downcase
# Ingredients
when /<(?:ingredients?)>/i
@scan_ingredients = true
when /<\/(?:ingredients?)>/i
@scan_ingredients = false
# Recipes
when /<(?:recipes?)>/i
@scan_recipes = true
when /<\/(?:recipes?)>/i
@scan_recipes = false
# Crafting Book
when /<(?:recipe book)>/i
@recipe_book = true
@itype_id = 2
when /<category:\s*?(\d+)>/i
@cr_category = $1.to_i if @recipe_book
else
scan_ingredients(line) if @scan_ingredients
scan_recipes(line) if @scan_recipes
end
end
end
def scan_ingredients(line)
return if @crafting_book
return unless line =~ /(\w+):\s*?(\d+)[x]?\s*(\d+)?/i ? true : false
case $1
when "c"
@ingredients.push([Vocab::currency_unit,$2.to_i])
when "i"
@ingredients.push([$data_items[$3.to_i], $2.to_i])
when "w"
@ingredients.push([$data_weapons[$3.to_i], $2.to_i])
when "a"
@ingredients.push([$data_armors[$3.to_i], $2.to_i])
end
end
def scan_recipes(line)
return unless line =~ /(\w+):\s*(\d+)\s*-?\s*(\d+)?/i ? true : false
from = $2.to_i
if $3 == nil
til = from
else
til = $3.to_i
end
for i in from..til
case $1
when "i"
@recipes.push($data_items[i])
when "w"
@recipes.push($data_weapons[i])
when "a"
@recipes.push($data_armors[i])
end
end
@recipes = @recipes.sort_by {|x| [x.class.to_s, x.id]}
end
def match_ingredients?
@ingredients.each do |ing|
icount = ing[0].is_a?(RPG::BaseItem) ? $game_party.item_number(ing[0]) : $game_party.gold
return false if icount < ing[1]
end
return true
end
def add_recipe(type)
return unless @recipe_book
return unless type =~ /(\w+):\s*(\d+)\s*-?\s*(\d+)?/i ? true : false
from = $2.to_i
if $3 == nil
til = from
else
til = $3.to_i
end
for i in from..til
case $1
when "i"
return if @recipes.include?($data_items[i])
@recipes.push($data_items[i])
when "w"
return if @recipes.include?($data_weapons[i])
@recipes.push($data_weapons[i])
when "a"
return if @recipes.include?($data_armors[i])
@recipes.push($data_armors[i])
end
end
@recipes = @recipes.sort_by {|x| [x.class.to_s, x.id]}
end
def remove_recipe(type)
return unless @recipe_book
return unless type =~ /(\w+):\s*(\d+)\s*-?\s*(\d+)?/i ? true : false
from = $2.to_i
if $3 == nil
til = from
else
til = $3.to_i
end
for i in from..til
case $1
when "i"
return if not @recipes.include?($data_items[i])
@recipes.delete($data_items[i])
when "w"
return if not @recipes.include?($data_weapons[i])
@recipes.delete($data_weapons[i])
when "a"
return if not @recipes.include?($data_armors[i])
@recipes.delete($data_armors[i])
end
end
@recipes = @recipes.sort_by {|x| [x.class.to_s, x.id]}
end
end Я хочу сделать с него просто книгу рецептов. Чтобы по нажатию "ок", имея нудныен ингредиенты, ничего не крафтилось. Сам крафт у меня на событиях.Может кто-нибудь помочь с этим. Есть демо yadi.sk/d/8p3r-b00jBSKi |
Канал: www.youtube.com/channel/UC_dv6JJsCYtMvAkjjQwbUhw
Зловещая тень: rpg-maker.info/forum/proekty/59684-mortu...pes-zloveshchaya-ten Phantasy Star III rpg-maker.info/forum/igry-i-roliki/60085...tory-of-orakio#79128 Phantasy star Наследие rpg-maker.info/forum/projects/60615-phantasy-star-nasledie Доблесть воина rpg-maker.info/forum/projects/50869-dobl...na-trpg?limitstart=0 Персона rpgmaker.ru/forum/projects/61435-persona...-storona-dushi#94488
Администратор запретил публиковать записи гостям.
|
Нужна помощь с Crafting System. 9 года 2 мес. назад #85123
|
Проблема решилась.
Убрал сточки 127 @item_window.set_handler(:ok, method(:on_item_ok)) def on_item_ok
determine_crafting
end Можно закрывать тему) |
Канал: www.youtube.com/channel/UC_dv6JJsCYtMvAkjjQwbUhw
Зловещая тень: rpg-maker.info/forum/proekty/59684-mortu...pes-zloveshchaya-ten Phantasy Star III rpg-maker.info/forum/igry-i-roliki/60085...tory-of-orakio#79128 Phantasy star Наследие rpg-maker.info/forum/projects/60615-phantasy-star-nasledie Доблесть воина rpg-maker.info/forum/projects/50869-dobl...na-trpg?limitstart=0 Персона rpgmaker.ru/forum/projects/61435-persona...-storona-dushi#94488
Последнее редактирование: 9 года 2 мес. назад от I_LORD.
Администратор запретил публиковать записи гостям.
За этот пост поблагодарили: AnnTenna
|
Модераторы: NeKotZima
Время создания страницы: 0.378 секунд