-
akito66
-
-
Вне сайта
-
Светлый дракон
-
-
В Иркутске пески холодные, но когда ты рядом, мне становится теплее.
- Сообщений: 850
- Спасибо получено: 1511
-
-
|
Предметы не попадают в инвентарь. только отображаются. Что не так?( Решение: PickUp должен находиться выше чем FP Inventory Plus(скрипт на вес инвентаря))
#==============================================================================
# PickUp Message
#------------------------------------------------------------------------------
# Написал: Urban.Wolfling
# Внёс исправления: DeadElf79
#------------------------------------------------------------------------------
# For both commercial and non-commercial use as long as credit is given to
# Urban.Wolfling. Licensed under Creative Commons CC BY 4.0 -
# http://creativecommons.org/licenses/by/4.0/
#==============================================================================
# Для коммерческого и не коммерческого использования, при условии указания
# авторства Urban.Wolfling. Лицензировано под Creative Commons CC BY 4.0 -
# http://creativecommons.org/licenses/by/4.0/
#==============================================================================
class Game_System
#==============================================================================
# Setting Section / Секция настроек
#==============================================================================
TextShowTime = 120 # дительность показа строки о подборе предмета в кадрах
TextFadeTime = 60 # длительность плавного удаления строки в кадрах
SEName = "Equip3" # название звука подбора (должен лежать в Audio\SE\)
UseIcons = true # отображать (true) или нет (false) иконки предметов
TextSize = 20 # размер текста в окне
TextFontColor = Color.new(255,255,255) # цвет текста (специально для тех)
#==============================================================================
# End Setting Section / Конец секции настроек
#==============================================================================
attr_accessor :pickup_sound
attr_accessor :pickup_list
alias pum_initialize initialize
def initialize
pum_initialize
@pickup_list = []
@pickup_sound = RPG::SE.new(Game_System::SEName, 10, 100)
end
end
class Game_Party < Game_Unit
def push_pickuped_item(icon, amount, name)
$game_system.pickup_list.push({
:icon => icon,
:amount => amount,
:name => name,
:time => Game_System::TextShowTime
})
end
def gain_item(item, amount, include_equip = false)
container = item_container(item.class)
return unless container
last_number = item_number(item)
new_number = last_number + amount
container[item.id] = [[new_number, 0].max, max_item_number(item)].min
push_pickuped_item(item.icon_index,amount,item.name)
$game_system.pickup_sound.play
container.delete(item.id) if container[item.id] == 0
if include_equip && new_number < 0
discard_members_equip(item, -new_number)
end
$game_map.need_refresh = true
end
end
class Window_NewItems < Sprite
def initialize(x, y, width, height)
super(nil)
self.x, self.y = x, y
self.z = 200
@font_size = Game_System::TextSize
@w_c = $data_system.window_tone
@t_ui = Game_System::UseIcons
@iconset = Cache.system("Iconset")
@last_size = -1
self.bitmap = Bitmap.new(width, height)
self.bitmap.font.size = @font_size
if Game_System::TextFontColor
self.bitmap.font.color = Game_System::TextFontColor
end
redraw_back
refresh
end
def draw_item_icon(icon_index, x, y)
return unless icon_index != 0
rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
self.bitmap.blt(x, y, @iconset, rect)
end
def draw_text(x,y,text)
self.bitmap.draw_text(x,y,width,@font_size,text)
end
def refresh
self.bitmap.clear
redraw_back
$game_system.pickup_list.each do |pickup|
index = $game_system.pickup_list.index(pickup)
if @t_ui
draw_item_icon(pickup[:icon], 4, index * @font_size)
tab = 32
else
tab = 4
end
draw_text(
tab,
index * @font_size,
[ pickup[:amount], pickup[:name] ].join(" ")
)
end
end
def update
plist = $game_system.pickup_list
plist.each_index do |index|
pickup = plist[index]
pickup[:time] -= 1
if pickup[:time] <= 0
$game_system.pickup_list.delete_at(index)
$game_system.pickup_list.compact!
end
end
if @last_size != plist.size
refresh
@last_size = plist.size
end
end
def redraw_back
puts :redraw_back
rect = Rect.new(
0,
0,
self.bitmap.width,
$game_system.pickup_list.size * @font_size
)
red = ( @w_c.red + 255 ) / 2
green = ( @w_c.green + 255 ) / 2
blue = ( @w_c.blue + 255 ) / 2
bg0 = Color.new(red, green, blue, 255)
bg1 = Color.new(red, green, blue, 0)
self.bitmap.gradient_fill_rect(rect, bg0, bg1)
end
end
class Scene_Map < Scene_Base
alias pum_update_scene update_scene
def update_scene
pum_update_scene
@new_items_window.update
end
alias pum_create_all_windows create_all_windows
def create_all_windows
pum_create_all_windows
create_pum_window
end
def create_pum_window
@new_items_window = Window_NewItems.new(
0,
0,
Graphics.width / 2,
Graphics.height / 2
)
end
end
|