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ТЕМА: Survival System v1.11

Survival System v1.11 9 года 3 нед. назад #86263

  • Smolvile
  • Smolvile аватар
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  • Сообщений: 2
В скриптах не шарю, по-этому вот.
Скопировал - вставил, а он не работает, при запуске ошибка, хоть убей.
Сам скрипт:
=begin
    ======================================
      Survival System v1.11 (formerly known as Needs System)
      Created by: Apellonyx
      Released: 2 April 2013
      Last Update: 5 April 2013
    ======================================
      Terms of Use:
        You are free to use this system however you wish, in commercial and non-
        commercial games alike. If you edit the script extensively, it is not
        necessary to credit me (since you clearly only used my code as a framework),
        but I would appreciate credit if it is used in its current form, or if only
        minor changes were made to the script.
    ======================================
      Support:
        While I am not wildly active, I usually log onto "rpgmakervxace.com" daily,
        so if you have any questions pertaining to the script, you can ask any
        questions there, in the topic in which this script was released. Just as a
        warning, though, I will not edit the script to make it compatible with any
        special menu systems, but I will try to fix bugs as they come up. If you
        find one, let me know, and I'll do my best to squash the thing.
    ======================================
      Changelog:
        v1.0: 2 April 2013 - Original version. Included food, water, rest, and life.
        v1.01: 3 April 2013 - Added configurable maximum values for food,
          water, and rest, and made the maximum for life a configurable value. The
          failsafe mentioned in v1.0's Instructions is no longer needed.
        v1.02: 3 April 2013 - Added support for a fully configurable "reverse logic"
          stat, as suggested by esrann.
        v1.10: 5 April 2013 - Complete rewrite using global variables rather than
          game variables and switches. All stats are now optional, configurable,
          and can be hidden from the menu.
        v1.11: 17 May 2013 - Fixed a major bug involving the use of float values.
          Floats should work just fine now without causing the game to crash or
          the script to just die randomly. Also added background opacity config.
    ======================================
      Requirements:
        There are no longer any requirements for this script. I'm working on a
        script that will allow the global variables to be changed through note
        calls, but it may be a minute for that.
    ======================================
      Description:
        This sets up a needs system, which includes food, water, and rest, all of
        which affect the main need, life. The 1.02 update also added a reverse logic
        stat for toxin or radiation handling. All five stats, along with their
        update rates, are handled by global variables, and can be changed at any
        time with a simple script call.
    ======================================
      Instructions:
        First, you're going to want to set up how you want the script to run. All of
        the options are in the first module of the script, named "Anyx." I don't
        recommend changing anything after that module unless you know what you are
        doing.
 
        Second, once you have all of your options set up, you can go about setting
        up the nourishment items. All you have to do is set it up in the database as
        you normally would, and then attach an effect that calls a common event.
        Inside the common event, use one of the following scripts call to change the
        appropriate variable. It's as simple as that.
 
        $survival_v[id] op value
        id = The stat you want to change. 1 is for life, 2 food, 3 water, 4 rest,
          and 5 toxin. Ids 6-10 are used to hold the stats' rates. 6 is for life, 7
          food, 8 water, 9 rest, and 10 toxin (setting any of these rates to 0 will
          disable updates for its stat, effectively pausing the system for that stat
          individually without pausing it for the others)
        op = The operator used to formulate the new value. += is used to add, -= is
          for subtraction, *= is for multiplication, /= is for division, and %= is
          for modulus. There are others, and they all work, but I don't imagine you
          would use them for this script, so I won't explain them here.
        value = The value you would like to alter the variable by. For example, if
          you are adding 10 to a variable, this would be 10.
 
        $survival_s[id] = value
        id = The stat you wish to enable or disable. 1 is for life, 2 food, 3 water,
          4 rest, 5 toxin. Ids 6-10 are used to hide the stat bars from the menu.
        value = true/false. Setting the value to true for ids 1-5 will enable the
          associated stat. Setting it to false will disable it completely. For ids
          6-10, setting the value to true will hide that stat from the menu, but
          still allow it to update (this can be customized using the LIFEHIDEVAL,
          FOODHIDEVAL, WATERHIDEVAL, RESTHIDEVAL, and TOXINHIDEVAL options in the
          Anyx module below. When the hide option is true, that stat will be hidden
          from the menu until the stat is below the (STAT)HIDEVAL's value, or above
          the TOXINHIDEVAL's value for the toxin stat). If false, the stat will be
          visible in the menu at all times.
 
        You no longer need to manually set the initial values for each variable, as
        this can be done through the script, but you do need to turn on the survival
        switch manually, or the script won't do anything.
    ======================================
=end
 
    $imported = {} if $imported.nil?
    $imported['Apellonyx-Survival'] = true
 
    puts "Load: Survival System v1.10 by Apellonyx"
 
    module Anyx
 
      WINXPOS       = 0 # X position of the survival window
      WINYPOS       = 320 # Y position of the survival window
      WINWIDTH      = 160 # Width of the survival window
      WINTEXT       = 20 # Text size used in the survival window (looks best at 20)
      WINOPACITY    = 255 # Opacity of the survival window
     
      SURVIVALSWITCH  = 1 # Game switch ID for enabling and disabling the system
      ONINBATTLE      = true # Whether the system will update during battle scenes
      DEATHATZERO     = true # If true, will cause a gameover when the life stat
                             # reaches 0
      DEATHFULLTOXIN  = true # If true, will cause a gameover when the toxin stat
                             # reaches its maximum value
     
      LIFEVOCAB       = "Life" # Vocab used for the life stat in the menu
      LIFEINIT        = 100 # Initial value of the life stat in new games
      LIFERATE        = 300 # Number of frames between life stat updates
      LIFEMAX         = 100 # Maximum value for the life bar in the menu
      LIFEEXC         = 100 # Maximum value for the life stat (can exceed LIFEMAX)
      LIFEENABLE      = true # If true, the life stat will be enabled
      LIFEHIDE        = true # If true, the life bar will be hidden from the menu
      LIFEHIDEVAL     = 100 # If LIFEHIDE is true, the life bar will appear when it
                            # falls below this value.
     
      FOODVOCAB       = "Food" # Vocab used for the food stat in the menu
      FOODINIT        = 100 # Initial value of the food stat in new games
      FOODRATE        = 1200 # Number of frames between food stat updates
      FOODMAX         = 100 # Maximum value for the food bar in the menu
      FOODEXC         = 110 # Maximum value for the food stat (can exceed FOODMAX)
      FOODMOD         = -1.0 # Value of the food stat's change each update; positive
                             # values will increase the stat over time, negative
                             # values decrease the stat over time, and 0 will cause
                             # no update to occur over time. Accepts float values.
      FOODENABLE      = true # If true, the food stat will be enabled
      FOODHIDE        = true # If true, the food bar will be hidden from the menu
      FOODHIDEVAL     = 100 # If FOODHIDE is true, the food bar will appear when it
                            # falls below this value.
     
      WATERVOCAB      = "Water" # Vocab used for the water stat in the menu
      WATERINIT       = 100 # Initial value of the water stat in new games
      WATERRATE       = 900 # Number of frames between water stat updates
      WATERMAX        = 100 # Maximum value for the water bar in the menu
      WATEREXC        = 110 # Maximum value for the water stat (can exceed WATERMAX)
      WATERMOD        = -1.0 # Value of the water stat's change each update; positive
                             # values will increase the stat over time, negative
                             # values decrease the stat over time, and 0 will cause
                             # no update to occur over time. Accepts float values.
      WATERENABLE     = true # If true, the water stat will be enabled
      WATERHIDE       = true # If true, the water bar will be hidden from the menu
      WATERHIDEVAL    = 100 # If WATERHIDE is true, the water bar will appear when
                            # it falls below this value.
     
      RESTVOCAB       = "Rest" # Vocab used for the rest stat in the menu
      RESTINIT        = 100 # Initial value of the rest stat in new games
      RESTRATE        = 1500 # Number of frames between rest stat updates
      RESTMAX         = 100 # Maximum value for the rest bar in the menu
      RESTEXC         = 110 # Maximum value for the rest stat (can exceed RESTMAX)
      RESTMOD         = -1.0 # Value of the rest stat's change each update; positive
                             # values will increase the stat over time, negative
                             # values decrease the stat over time, and 0 will cause
                             # no update to occur over time. Accepts float values.
      RESTENABLE      = true # If true, the rest stat will be enabled
      RESTHIDE        = true # If true, the rest bar will be hidden from the menu
      RESTHIDEVAL     = 100 # If RESTHIDE is true, the rest bar will appear when it
                            # falls below this value.
     
      TOXINVOCAB      = "Toxin" # Vocab used for the toxin stat in the menu
      TOXININIT       = 0 # Initial value of the toxin stat in new games
      TOXINRATE       = 100 # Number of frames between toxin stat updates
      TOXINMAX        = 1000 # Maximum value for the toxin stat and toxin bar
      TOXINMOD        = 0.1 # Value of the toxin stat's change each update; positive
                            # values will increase the stat over time, negative
                            # values decrease the stat over time, and 0 will cause
                            # no update to occur over time. Accepts float values.
      TOXINENABLE     = true # If true, the toxin stat will be enabled
      TOXINHIDE       = true # If true, the toxin bar will be hidden from the menu
      TOXINHIDEVAL    = 0 # If TOXINHIDE is true, the toxin bar will appear when it
                          # rises above this value.
     
      LIFECOLORL      = 17 # Color ID of the left side of the life bar
      LIFECOLORR      = 6 # Color ID of the right side of the life bar
      FOODCOLORL      = 3 # Color ID of the left side of the food bar
      FOODCOLORR      = 24 # Color ID of the right side of the food bar
      WATERCOLORL     = 16 # Color ID of the left side of the water bar
      WATERCOLORR     = 4 # Color ID of the right side of the water bar
      RESTCOLORL      = 31 # Color ID of the left side of the rest bar
      RESTCOLORR      = 13 # Color ID of the right side of the rest bar
      TOXINCOLORL     = 10 # Color ID of the left side of the toxin bar
      TOXINCOLORR     = 2 # Color ID of the right side of the toxin bar
     
      EXCCOLOR        = 11 # Color ID of text for stat values over 100%
      SATCOLOR        = 24 # Color ID of text for stat values between 76 and 100%
      AVECOLOR        = 17 # Color ID of text for stat values between 51 and 75%
      LOWCOLOR        = 14 # Color ID of text for stat values between 26 and 50%
      DANCOLOR        = 20 # Color ID of text for stat values between 1 and 25%
      DEPCOLOR        = 18 # Color ID of text for stat values of 0%
     
    ################################################################################
    ################################################################################
    ###                                                                          ###
    ###  I don't recommend editing anything past this line unless you know what  ###
    ###   you are doing. If you do know what you're doing, however, go for it!   ###
    ###                                                                          ###
    ################################################################################
    ################################################################################
     
      def self.create_survival_commands
        $survival_v       =   Survival_Variables.new
        $survival_s       =   Survival_Switches.new
        $survival_v[1]    =   LIFEINIT
        $survival_v[6]    =   LIFERATE
        $survival_s[1]    =   LIFEENABLE
        $survival_s[6]    =   LIFEHIDE
        $survival_v[2]    =   FOODINIT
        $survival_v[7]    =   FOODRATE
        $survival_s[2]    =   FOODENABLE
        $survival_s[7]    =   FOODHIDE
        $survival_v[3]    =   WATERINIT
        $survival_v[8]    =   WATERRATE
        $survival_s[3]    =   WATERENABLE
        $survival_s[8]    =   WATERHIDE
        $survival_v[4]    =   RESTINIT
        $survival_v[9]    =   RESTRATE
        $survival_s[4]    =   RESTENABLE
        $survival_s[9]    =   RESTHIDE
        $survival_v[5]    =   TOXININIT
        $survival_v[10]   =   TOXINRATE
        $survival_s[5]    =   TOXINENABLE
        $survival_s[10]   =   TOXINHIDE
      end # def self.create_survival_commands
     
      class Survival_Variables
        def initialize
          @data = []
        end # def initialize
        def [](variable_id)
          @data[variable_id] || 0
        end # def [](variable_id)
        def []=(variable_id, value)
          @data[variable_id] = value
          on_change
        end # def []=(variable_id, value)
        def on_change
          $game_map.need_refresh = true
        end # def on_change
      end # class Survival_Variables
     
      class Survival_Switches
        def initialize
          @data = []
        end # def initialize
        def [](switch_id)
          @data[switch_id] || false
        end # def [](switch_id)
        def []=(switch_id, value)
          @data[switch_id] = value
          on_change
        end # def []=(switch_id, value)
        def on_change
          $game_map.need_refresh = true
        end # def on_change
      end # class Survival_Switches
     
      def self.update
        if $game_switches[SURVIVALSWITCH] == true
          if $survival_s[1] == true
            if $survival_v[6] > 0
              if Graphics.frame_count % $survival_v[6] == 0
                Anyx.life_update
              end # if Graphics.frame_count % $survival_v[6] == 0
            end # if $survival_v[6] > 0
          end # if $survival_s[1] == true
          if $survival_s[2] == true
            if $survival_v[7] > 0
              if Graphics.frame_count % $survival_v[7] == 0
                if $survival_v[2] < FOODEXC
                  $survival_v[2] += FOODMOD if $survival_v[2] > 0
                end
              end # if Graphics.frame_count % $survival_v[7] == 0
            end # if $survival_v[7] > 0
          end # if $survival_s[1] == true
          if $survival_s[3] == true
            if $survival_v[8] > 0
              if Graphics.frame_count % $survival_v[8] == 0
                if $survival_v[3] < WATEREXC
                  $survival_v[3] += WATERMOD if $survival_v[3] > 0
                end
              end # if Graphics.frame_count % $survival_v[8] == 0
            end # if $survival_v[8] > 0
          end # if $survival_s[3] == true
          if $survival_s[4] == true
            if $survival_v[9] > 0
              if Graphics.frame_count % $survival_v[9] == 0
                if $survival_v[4] < RESTEXC
                  $survival_v[4] += RESTMOD if $survival_v[4] > 0
                end
              end # if Graphics.frame_count % $survival_v[9] == 0
            end # if $survival_v[9] > 0
          end # if $survival_s[4] == true
          if $survival_s[5] == true
            if $survival_v[10] > 0
              if Graphics.frame_count % $survival_v[10] == 0
                if $survival_v[5] < TOXINMAX
                  $survival_v[5] += TOXINMOD if $survival_v[5] > 0
                end
              end # if Graphics.frame_count % $survival_v[10] == 0
            end # if $survival_v[10] > 0
          end # if $survival_s[5] == true
          $survival_v[1] = 0 if $survival_v[1] < 0
          $survival_v[2] = 0 if $survival_v[2] < 0
          $survival_v[3] = 0 if $survival_v[3] < 0
          $survival_v[4] = 0 if $survival_v[4] < 0
          $survival_v[5] = 0 if $survival_v[5] < 0
          $survival_v[1] = LIFEEXC if $survival_v[1] > LIFEEXC
          $survival_v[2] = FOODEXC if $survival_v[2] > FOODEXC
          $survival_v[3] = WATEREXC if $survival_v[3] > WATEREXC
          $survival_v[4] = RESTEXC if $survival_v[4] > RESTEXC
          $survival_v[5] = TOXINMAX if $survival_v[5] > TOXINMAX
          if $survival_v[1] <= 0
            SceneManager.call(Scene_Gameover) if DEATHATZERO
          end # if $survival_v[1] <= 0
          if $survival_v[5] >= TOXINMAX
            SceneManager.call(Scene_Gameover) if DEATHFULLTOXIN
          end # if $survival_v[5] >= TOXINMAX
        end # if $game_switches[SURVIVALSWITCH] == true
      end # def update
     
      def self.life_update
        if $survival_s[2] == true
          food_25 = FOODMAX / 4
          food_26 = food_25 + 0.001
          food_50 = food_25 * 2
          food_51 = food_50 + 0.001
          food_75 = food_25 * 3
          food_76 = food_75 + 0.001
          food_mod = -0.3 if 0 >= $survival_v[2]
          food_mod = -0.2 if (1..food_25) === $survival_v[2]
          food_mod = -0.1 if (food_26..food_50) === $survival_v[2]
          food_mod =  0.0 if (food_51..food_75) === $survival_v[2]
          food_mod =  0.1 if (food_76..FOODMAX) === $survival_v[2]
          food_mod =  0.2 if FOODMAX < $survival_v[2]
        else
          food_mod = 0
        end # if $survival_s[2] == true
        if $survival_s[3] == true
          water_25 = WATERMAX / 4
          water_26 = water_25 + 0.001
          water_50 = water_25 * 2
          water_51 = water_50 + 0.001
          water_75 = water_25 * 3
          water_76 = water_75 + 0.001
          water_mod = -0.3 if 0 >= $survival_v[3]
          water_mod = -0.2 if (1..water_25) === $survival_v[3]
          water_mod = -0.1 if (water_26..water_50) === $survival_v[3]
          water_mod =  0.0 if (water_51..water_75) === $survival_v[3]
          water_mod =  0.1 if (water_76..WATERMAX) === $survival_v[3]
          water_mod =  0.2 if WATERMAX < $survival_v[3]
        else
          water_mod = 0
        end # if $survival_s[4] == true
        if $survival_s[4] == true
          rest_25 = RESTMAX / 4
          rest_26 = rest_25 + 0.001
          rest_50 = rest_25 * 2
          rest_51 = rest_50 + 0.001
          rest_75 = rest_25 * 3
          rest_76 = rest_75 + 0.001
          rest_mod = -0.3 if 0 >= $survival_v[4]
          rest_mod = -0.2 if (1..rest_25) === $survival_v[4]
          rest_mod = -0.1 if (rest_26..rest_50) === $survival_v[4]
          rest_mod =  0.0 if (rest_51..rest_75) === $survival_v[4]
          rest_mod =  0.1 if (rest_76..RESTMAX) === $survival_v[4]
          rest_mod =  0.2 if RESTMAX < $survival_v[4]
        else
          rest_mod = 0
        end # if $survival_s[4] == true
        if $survival_s[5] == true
          toxin_25 = TOXINMAX / 4
          toxin_26 = toxin_25 + 0.001
          toxin_50 = toxin_25 * 2
          toxin_51 = toxin_50 + 0.001
          toxin_75 = toxin_25 * 3
          toxin_76 = toxin_75 + 0.001
          toxin_99 = TOXINMAX - 0.001
          toxin_mod =  0.1 if 0 >= $survival_v[5]
          toxin_mod =  0.0 if (1..toxin_25) === $survival_v[5]
          toxin_mod = -0.2 if (toxin_26..toxin_50) === $survival_v[5]
          toxin_mod = -0.4 if (toxin_51..toxin_75) === $survival_v[5]
          toxin_mod = -0.6 if (toxin_76..toxin_99) === $survival_v[5]
          toxin_mod = -0.8 if TOXINMAX <= $survival_v[5]
        else
          toxin_mod = 0.0
        end # if $survival_s[5] == true
        life_mod = food_mod + water_mod + rest_mod + toxin_mod
        $survival_v[1] += life_mod.round.to_i
      end # def life_update()
     
    end # module Anyx
     
    class Scene_Title
      alias survival_new_game command_new_game
      def command_new_game
        Anyx.create_survival_commands
        survival_new_game
      end # def command_new_game
    end # class Scene_Title
     
    class Scene_Map < Scene_Base
      alias survival_map_update update
      def update
        Anyx.update
        survival_map_update
      end # def update
    end # class Scene_Base
     
    class Scene_Battle < Scene_Base
      alias survival_battle_update update
      def update
        if Anyx::ONINBATTLE == true
          Anyx.update
          survival_battle_update
        end # if Anyx::ONINBATTLE == true
      end # def update
    end # class Scene_Base
     
    class Scene_Menu < Scene_MenuBase
      alias survival_menu_start start
      def start
        create_survival_window
        survival_menu_start
      end # def start
      def create_survival_window
        barcount = 0
        if $survival_s[1] == true
          barcount += 1 if $survival_s[6] == false || $survival_v[1] < Anyx::LIFEHIDEVAL
        end # if $survival_s[1] == true
        if $survival_s[2] == true
          barcount += 1 if $survival_s[7] == false || $survival_v[2] < Anyx::FOODHIDEVAL
        end # if $survival_s[2] == true
        if $survival_s[3] == true
          barcount += 1 if $survival_s[8] == false || $survival_v[3] < Anyx::WATERHIDEVAL
        end # if $survival_s[3] == true
        if $survival_s[4] == true
          barcount += 1 if $survival_s[9] == false || $survival_v[4] < Anyx::RESTHIDEVAL
        end # if $survival_s[4] == true
        if $survival_s[5] == true
          barcount += 1 if $survival_s[10] == false || $survival_v[5] > Anyx::TOXINHIDEVAL
        end # if $survival_s[5] == true
        @survival_window = Window_Survival.new
        @survival_window.contents.draw_text(0, 0, 500, 24, " Survival System") if barcount == 0
        barcount -= 1 if barcount >= 1
        survivalwinypos = Anyx::WINYPOS - (24 * barcount)
        @survival_window.x = Anyx::WINXPOS
        @survival_window.y = survivalwinypos
        @survival_window.opacity = Anyx::WINOPACITY
      end # def create_survival_window
    end # class Scene_Menu < Scene_MenuBase
     
    class Window_Survival < Window_Base
      def initialize
        winheight = 0
        if $survival_s[1] == true
          winheight += 1 if $survival_s[6] == false || $survival_v[1] < Anyx::LIFEHIDEVAL
        end # if $survival_s[1] == true
        if $survival_s[2] == true
          winheight += 1 if $survival_s[7] == false || $survival_v[2] < Anyx::FOODHIDEVAL
        end # if $survival_s[2] == true
        if $survival_s[3] == true
          winheight += 1 if $survival_s[8] == false || $survival_v[3] < Anyx::WATERHIDEVAL
        end # if $survival_s[3] == true
        if $survival_s[4] == true
          winheight += 1 if $survival_s[9] == false || $survival_v[4] < Anyx::RESTHIDEVAL
        end # if $survival_s[4] == true
        if $survival_s[5] == true
          winheight += 1 if $survival_s[10] == false || $survival_v[5] > Anyx::TOXINHIDEVAL
        end # if $survival_s[5] == true
        if winheight == 0
          winheight = 1
        end # if winheight == 0
        super(0, 0, Anyx::WINWIDTH, fitting_height(winheight))
        self.opacity = Anyx::WINOPACITY
        refresh
      end # def initialize
     
      def exc_color
        text_color(Anyx::EXCCOLOR)
      end # def exc_color
      def sat_color
        text_color(Anyx::SATCOLOR)
      end # def sat_color
      def ave_color
        text_color(Anyx::AVECOLOR)
      end # def ave_color
      def low_color
        text_color(Anyx::LOWCOLOR)
      end # def low_color
      def dan_color
        text_color(Anyx::DANCOLOR)
      end # def dan_color
      def dep_color
        text_color(Anyx::DEPCOLOR)
      end # def dep_color
     
      def refresh
        contents.clear
        contents.font.size = Anyx::WINTEXT
        lineheight = 0
        if $survival_s[1] == true
          if $survival_s[6] == false || $survival_v[1] < Anyx::LIFEHIDEVAL
            draw_life(0,0,lineheight)
            lineheight += 24
          end # if $survival_s[6] == false || $survival_v[1] < Anyx::LIFEHIDEVAL
        end # if $survival_s[1] == true
        if $survival_s[2] == true
          if $survival_s[7] == false || $survival_v[2] < Anyx::FOODHIDEVAL
            draw_food(0,0,lineheight)
            lineheight += 24
          end # if $survival_s[7] == false || $survival_v[2] < Anyx::FOODHIDEVAL
        end # if $survival_s[2] == true
        if $survival_s[3] == true
          if $survival_s[8] == false || $survival_v[3] < Anyx::WATERHIDEVAL
            draw_water(0,0,lineheight)
            lineheight += 24
          end # if $survival_s[8] == false || $survival_v[3] < Anyx::WATERHIDEVAL
        end # if $survival_s[3] == true
        if $survival_s[4] == true
          if $survival_s[9] == false || $survival_v[4] < Anyx::RESTHIDEVAL
            draw_rest(0,0,lineheight)
            lineheight += 24
          end # if $survival_s[9] == false || $survival_v[4] < Anyx::RESTHIDEVAL
        end # if $survival_s[4] == true
        if $survival_s[5] == true
          if $survival_s[10] == false || $survival_v[5] > Anyx::TOXINHIDEVAL
            draw_toxin(0,0,lineheight)
            lineheight += 24
          end # if $survival_s[10] == false || $survival_v[5] > Anyx::TOXINHIDEVAL
        end # if $survival_s[5] == true
      end # def refresh
     
      def draw_life(actor, x, y, width = Anyx::WINWIDTH - 22)
        life_25 = Anyx::LIFEMAX / 4
        life_26 = life_25 + 0.001
        life_50 = life_25 * 2
        life_51 = life_50 + 0.001
        life_75 = life_25 * 3
        life_76 = life_75 + 0.001
        life_99 = Anyx::LIFEMAX - 0.001
        life_color = dep_color if 1 > $survival_v[1]
        life_color = dan_color if (1..life_25) === $survival_v[1]
        life_color = low_color if (life_26..life_50) === $survival_v[1]
        life_color = ave_color if (life_51..life_75) === $survival_v[1]
        life_color = sat_color if (life_76..life_99) === $survival_v[1]
        life_color = exc_color if Anyx::LIFEMAX <= $survival_v[1]
        life_rate = $survival_v[1] / Anyx::LIFEMAX.to_f
        draw_gauge(x, y, width, life_rate, text_color(Anyx::LIFECOLORL), text_color(Anyx::LIFECOLORR))
        change_color(system_color)
        draw_text(x, y, 100, line_height, Anyx::LIFEVOCAB)
        draw_current_and_max_values(x, y, width, $survival_v[1].round.to_i, Anyx::LIFEMAX, life_color, life_color)
      end # def draw_life(actor, x, y, width = Anyx::WINWIDTH - 22)
      def draw_food(actor, x, y, width = Anyx::WINWIDTH - 22)
        food_25 = Anyx::FOODMAX / 4
        food_26 = food_25 + 0.001
        food_50 = food_25 * 2
        food_51 = food_50 + 0.001
        food_75 = food_25 * 3
        food_76 = food_75 + 0.001
        food_99 = Anyx::FOODMAX - 0.001
        food_color = dep_color if 1 > $survival_v[2]
        food_color = dan_color if (1..food_25) === $survival_v[2]
        food_color = low_color if (food_26..food_50) === $survival_v[2]
        food_color = ave_color if (food_51..food_75) === $survival_v[2]
        food_color = sat_color if (food_76..food_99) === $survival_v[2]
        food_color = exc_color if Anyx::FOODMAX <= $survival_v[2]
        food_rate = $survival_v[2] / Anyx::FOODMAX.to_f
        draw_gauge(x, y, width, food_rate, text_color(Anyx::FOODCOLORL), text_color(Anyx::FOODCOLORR))
        change_color(system_color)
        draw_text(x, y, 100, line_height, Anyx::FOODVOCAB)
        draw_current_and_max_values(x, y, width, $survival_v[2].round.to_i, Anyx::FOODMAX, food_color, food_color)
      end # def draw_food(actor, x, y, width = Anyx::WINWIDTH - 22)
      def draw_water(actor, x, y, width = Anyx::WINWIDTH - 22)
        water_25 = Anyx::WATERMAX / 4
        water_26 = water_25 + 0.001
        water_50 = water_25 * 2
        water_51 = water_50 + 0.001
        water_75 = water_25 * 3
        water_76 = water_75 + 0.001
        water_99 = Anyx::WATERMAX - 0.001
        water_color = dep_color if 1 > $survival_v[3]
        water_color = dan_color if (1..water_25) === $survival_v[3]
        water_color = low_color if (water_26..water_50) === $survival_v[3]
        water_color = ave_color if (water_51..water_75) === $survival_v[3]
        water_color = sat_color if (water_76..water_99) === $survival_v[3]
        water_color = exc_color if Anyx::WATERMAX <= $survival_v[3]
        water_rate = $survival_v[3] / Anyx::WATERMAX.to_f
        draw_gauge(x, y, width, water_rate, text_color(Anyx::WATERCOLORL), text_color(Anyx::WATERCOLORR))
        change_color(system_color)
        draw_text(x, y, 100, line_height, Anyx::WATERVOCAB)
        draw_current_and_max_values(x, y, width, $survival_v[3].round.to_i, Anyx::WATERMAX, water_color, water_color)
      end # def draw_water(actor, x, y, width = Anyx::WINWIDTH - 22)
      def draw_rest(actor, x, y, width = Anyx::WINWIDTH - 22)
        rest_25 = Anyx::WATERMAX / 4
        rest_26 = rest_25 + 0.001
        rest_50 = rest_25 * 2
        rest_51 = rest_50 + 0.001
        rest_75 = rest_25 * 3
        rest_76 = rest_75 + 0.001
        rest_99 = Anyx::RESTMAX - 0.001
        rest_color = dep_color if 1 > $survival_v[4]
        rest_color = dan_color if (1..rest_25) === $survival_v[4]
        rest_color = low_color if (rest_26..rest_50) === $survival_v[4]
        rest_color = ave_color if (rest_51..rest_75) === $survival_v[4]
        rest_color = sat_color if (rest_76..rest_99) === $survival_v[4]
        rest_color = exc_color if Anyx::RESTMAX <= $survival_v[4]
        rest_rate = $survival_v[4] / Anyx::RESTMAX.to_f
        draw_gauge(x, y, width, rest_rate, text_color(Anyx::RESTCOLORL), text_color(Anyx::RESTCOLORR))
        change_color(system_color)
        draw_text(x, y, 100, line_height, Anyx::RESTVOCAB)
        draw_current_and_max_values(x, y, width, $survival_v[4].round.to_i, Anyx::RESTMAX, rest_color, rest_color)
      end # def draw_rest(actor, x, y, width = Anyx::WINWIDTH - 22)
      def draw_toxin(actor, x, y, width = Anyx::WINWIDTH - 22)
        toxin_25 = Anyx::TOXINMAX / 4
        toxin_26 = toxin_25 + 0.001
        toxin_50 = toxin_25 * 2
        toxin_51 = toxin_50 + 0.001
        toxin_75 = toxin_25 * 3
        toxin_76 = toxin_75 + 0.001
        toxin_99 = Anyx::TOXINMAX - 0.001
        toxin_color = exc_color if 1 > $survival_v[5]
        toxin_color = sat_color if (1..toxin_25) === $survival_v[5]
        toxin_color = ave_color if (toxin_26..toxin_50) === $survival_v[5]
        toxin_color = low_color if (toxin_51..toxin_75) === $survival_v[5]
        toxin_color = dan_color if (toxin_76..toxin_99) === $survival_v[5]
        toxin_color = dep_color if Anyx::TOXINMAX <= $survival_v[5]
        toxin_rate = $survival_v[5] / Anyx::TOXINMAX.to_f
        draw_gauge(x, y, width, toxin_rate, text_color(Anyx::TOXINCOLORL), text_color(Anyx::TOXINCOLORR))
        change_color(system_color)
        draw_text(x, y, 100, line_height, Anyx::TOXINVOCAB)
        draw_current_and_max_values(x, y, width, $survival_v[5].round.to_i, Anyx::TOXINMAX, toxin_color, toxin_color)
      end # def draw_toxin(actor, x, y, width = Anyx::WINWIDTH - 22)
    end # class
     
    module DataManager
      def self.make_save_contents
        contents = {}
        contents[:system]        = $game_system
        contents[:timer]         = $game_timer
        contents[:message]       = $game_message
        contents[:switches]      = $game_switches
        contents[:variables]     = $game_variables
        contents[:self_switches] = $game_self_switches
        contents[:actors]        = $game_actors
        contents[:party]         = $game_party
        contents[:troop]         = $game_troop
        contents[:map]           = $game_map
        contents[:player]        = $game_player
        contents[:anyx_ss]       = $survival_s
        contents[:anyx_sv]       = $survival_v
        contents
      end # self.make_save_contents
      def self.extract_save_contents(contents)
        $game_system        = contents[:system]
        $game_timer         = contents[:timer]
        $game_message       = contents[:message]
        $game_switches      = contents[:switches]
        $game_variables     = contents[:variables]
        $game_self_switches = contents[:self_switches]
        $game_actors        = contents[:actors]
        $game_party         = contents[:party]
        $game_troop         = contents[:troop]
        $game_map           = contents[:map]
        $game_player        = contents[:player]
        $survival_s         = contents[:anyx_ss]
        $survival_v         = contents[:anyx_sv]
      end # self.extract_save_contents(contents)
    end # module DataManager
 
Скрин тоже есть.
Вообщем, спасите - помогите)
Вложения:
Последнее редактирование: 9 года 3 нед. назад от strelokhalfer.
Администратор запретил публиковать записи гостям.

Survival System v1.11 9 года 3 нед. назад #86264

  • strelokhalfer
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pastebin.com/raw.php?i=4FLHGRsk - попробуй от сюда
"Стрелок, что-то ты неочень похож на свой аватар..."(с)
Администратор запретил публиковать записи гостям.
За этот пост поблагодарили: Smolvile

Survival System v1.11 9 года 3 нед. назад #86265

  • Smolvile
  • Smolvile аватар
  • Вне сайта
  • Путник
  • Сообщений: 2
strelokhalfer пишет:
pastebin.com/raw.php?i=4FLHGRsk - попробуй от сюда
Спасибо, теперь все в норме.
Администратор запретил публиковать записи гостям.
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