UltimaForum

Pomoc [VXAce] - pomoc w zrozumieniu skryptu -.-

Flanagan - Sro 16 Maj, 2012 10:05
Temat postu: pomoc w zrozumieniu skryptu -.-
Witam, znalazłem skrypt na crafting ale nie rozumiem go heh.
Długie przerwy od makerowania mi nie służą. Do żeczy chciałbym by ktoś pomógł mi
w zrozumieniu jak tu dodawać nowe np. bronie wiem że jest id ale co dalej
nie rozumiem -.-
Spoiler:

#==============================================================================
# Item Synthesis ver 1.01 ¦ RGSS3 synthesis
#------------------------------------------------- -----------------------------
# Distributor:
# Http://izumiwhite.web.fc2.com/ white magic
#
# Terms and Conditions:
# Available to subscribers only available for regular RPG Maker VX.
# Copyright Toka use does not require reporting.
# Feel free to be modified.
# In the event of liability does not have any problems.
#
# 2012-Jan-12: Quick translation by Google Translate & Seiryuki.
# ALL CREDIT WHATSOEVER GOES TO AUTHOR: IZUMIWHITE
#==============================================================================


#=============================================
#=============================================
# QUICK USAGE GUIDE added by Seiryuki 2012-Jan-12
#=============================================
# Call synthesis with script call:
# SceneManager.call(Scene_ItemSynthesis)
#
# Script calls before calling scene_itemsynthesis:
# i_recipe_switch_on(n) add item that has ID n
# i_recipe_switch_off(n) remove item that has ID n
# w_recipe_switch_on(n) add weapon that has ID n
# w_recipe_switch_off(n) remove weapon that has ID n
# a_recipe_switch_on(n) add armour that has ID n
# a_recipe_switch_off(n) remove armour that has ID n
# recipe_all_switch_on add all creatable items/weapons/armour
# recipe_all_switch_off remove all creatable items/weapons/armour
#
# SET switches m if need to check for specific items on??? Not sure.
#$game_switches[m] = i_recipe_switch_on?(n) m番のスイッチにn番のアイテムのレシピ追加済み判定を代入
#$game_switches[m] = w_recipe_switch_on?(n) m番のスイッチにn番の武器のレシピ追加済み判定を代入
#$game_switches[m] = a_recipe_switch_on?(n) m番のスイッチにn番の防具のレシピ追加済み判定を代入
#
# FOR PERSONALISED SHOP. EXAMPLE:
# recipe_all_switch_off
# i_recipe_switch_on(2)
# i_recipe_switch_on(17)
# etc. etc. etc.
# It would allow you to create your own list.
#=============================================




#--------------------------------------------------------------------------
# Default settings.
# Settings such as Recipes
#--------------------------------------------------------------------------
module WD_itemsynthesis_ini

Cost_view = true # expenses (G) display (if the cost of synthetic 0G recommended for all false)


#This was removed by Seiryuki for use with HideShopSellCategory script
#~ # Setup what item categories to hide/show
#~ Category_i = true # The category window "item" Show Items
#~ Category_w = true # "weapon" Show Items
#~ Category_a = true # "weapon" Show Items
#~ Category_k = true # "important things" Show Items


I_recipe = [] # Do not remove this line
W_recipe = [] # Do not remove this line
A_recipe = [] # Do not remove this line

# Below, Recipes.
# Example: I_recipe [3] = [100, ["I", 1,1], ["W", 2,1], ["A", 2,2], ["A", 3,1] ]
# If you have stated, the synthesis of an item of ID3 is necessary, 100G.
# Material required is a single item of ID1, a single weapon of ID2, two armor ID2, and ID3 one armor.

# Items Recipes
I_recipe[2] = [10, ["I",1,2]]
I_recipe[3] = [100, ["I",1,1], ["I",2,1]]
I_recipe[17] = [500, ["I",1,10]]

# Weapon Recipes
W_recipe[3] = [50, ["W",1,1], ["W",2,1]]
W_recipe[6] = [600, ["W",3,1], ["I",17,0]]

# Armor Recipes
A_recipe[2] = [40, ["A",1,2]]
A_recipe[5] = [400, ["A",2,1], ["W",2,2], ["I",17,0]]

end



#==============================================================================
# ?? WD_itemsynthesis
#------------------------------------------------------------------------------
# The common methods for the synthesis items.
#==============================================================================

module WD_itemsynthesis
def i_recipe_switch_on(id)
$game_system.i_rcp_sw = [] if $game_system.i_rcp_sw == nil
$game_system.i_rcp_sw[id] = false if $game_system.i_rcp_sw[id] == nil
$game_system.i_rcp_sw[id] = true
end
def i_recipe_switch_off(id)
$game_system.i_rcp_sw = [] if $game_system.i_rcp_sw == nil
$game_system.i_rcp_sw[id] = false if $game_system.i_rcp_sw[id] == nil
$game_system.i_rcp_sw[id] = false
end
def i_recipe_switch_on?(id)
$game_system.i_rcp_sw = [] if $game_system.i_rcp_sw == nil
$game_system.i_rcp_sw[id] = false if $game_system.i_rcp_sw[id] == nil
return $game_system.i_rcp_sw[id]
end
def i_recipe_all_switch_on
for i in 1..$data_items.size
i_recipe_switch_on(i)
end
end
def i_recipe_all_switch_off
for i in 1..$data_items.size
i_recipe_switch_off(i)
end
end
def w_recipe_switch_on(id)
$game_system.w_rcp_sw = [] if $game_system.w_rcp_sw == nil
$game_system.w_rcp_sw[id] = false if $game_system.w_rcp_sw[id] == nil
$game_system.w_rcp_sw[id] = true
end
def w_recipe_switch_off(id)
$game_system.w_rcp_sw = [] if $game_system.w_rcp_sw == nil
$game_system.w_rcp_sw[id] = false if $game_system.w_rcp_sw[id] == nil
$game_system.w_rcp_sw[id] = false
end
def w_recipe_switch_on?(id)
$game_system.w_rcp_sw = [] if $game_system.w_rcp_sw == nil
$game_system.w_rcp_sw[id] = false if $game_system.w_rcp_sw[id] == nil
return $game_system.w_rcp_sw[id]
end
def w_recipe_all_switch_on
for i in 1..$data_weapons.size
w_recipe_switch_on(i)
end
end
def w_recipe_all_switch_off
for i in 1..$data_weapons.size
w_recipe_switch_off(i)
end
end
def a_recipe_switch_on(id)
$game_system.a_rcp_sw = [] if $game_system.a_rcp_sw == nil
$game_system.a_rcp_sw[id] = false if $game_system.a_rcp_sw[id] == nil
$game_system.a_rcp_sw[id] = true
end
def a_recipe_switch_off(id)
$game_system.a_rcp_sw = [] if $game_system.a_rcp_sw == nil
$game_system.a_rcp_sw[id] = false if $game_system.a_rcp_sw[id] == nil
$game_system.a_rcp_sw[id] = false
end
def a_recipe_switch_on?(id)
$game_system.a_rcp_sw = [] if $game_system.a_rcp_sw == nil
$game_system.a_rcp_sw[id] = false if $game_system.a_rcp_sw[id] == nil
return $game_system.a_rcp_sw[id]
end
def a_recipe_all_switch_on
for i in 1..$data_armors.size
a_recipe_switch_on(i)
end
end
def a_recipe_all_switch_off
for i in 1..$data_armors.size
a_recipe_switch_off(i)
end
end
def recipe_all_switch_on
i_recipe_all_switch_on
w_recipe_all_switch_on
a_recipe_all_switch_on
end
def recipe_all_switch_off
i_recipe_all_switch_off
w_recipe_all_switch_off
a_recipe_all_switch_off
end

end

class Game_Interpreter
include WD_itemsynthesis
end

class Game_System
#--------------------------------------------------------------------------
# Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :i_rcp_sw
attr_accessor :w_rcp_sw
attr_accessor :a_rcp_sw
#--------------------------------------------------------------------------
# Object Initialization
#--------------------------------------------------------------------------
alias wd_orig_initialize004 initialize
def initialize
wd_orig_initialize004
@i_rcp_sw = []
@w_rcp_sw = []
@a_rcp_sw = []
end
end


#==============================================================================
# ?? Scene_ItemSynthesis
#------------------------------------------------------------------------------
# This class does the synthetic screen.
#==============================================================================

class Scene_ItemSynthesis < Scene_MenuBase
#--------------------------------------------------------------------------
# start processing
#--------------------------------------------------------------------------
def start
super
create_help_window
create_dummy_window
create_number_window
create_status_window
create_material_window
create_list_window
create_category_window
create_gold_window
create_change_window
end
#--------------------------------------------------------------------------
# Creating gold window
#--------------------------------------------------------------------------
def create_gold_window
@gold_window = Window_Gold.new
@gold_window.viewport = @viewport
@gold_window.x = Graphics.width - @gold_window.width
@gold_window.y = @help_window.height
@gold_window.hide
end
#--------------------------------------------------------------------------
# Create a window display switching
#--------------------------------------------------------------------------
def create_change_window
wx = 0
wy = @gold_window.y
ww = Graphics.width - @gold_window.width
wh = @gold_window.height
@change_window = Window_ItemSynthesisChange.new(wx, wy, ww, wh)
@change_window.viewport = @viewport
@change_window.hide
end
#--------------------------------------------------------------------------
# Create a dummy window
#--------------------------------------------------------------------------
def create_dummy_window
wy = @help_window.y + @help_window.height + 48
wh = Graphics.height - wy
@dummy_window = Window_Base.new(0, wy, Graphics.width, wh)
@dummy_window.viewport = @viewport
end
#--------------------------------------------------------------------------
# Create a number entry window
#--------------------------------------------------------------------------
def create_number_window
wy = @dummy_window.y
wh = @dummy_window.height
@number_window = Window_ItemSynthesisNumber.new(0, wy, wh)
@number_window.viewport = @viewport
@number_window.hide
@number_window.set_handler(:ok, method(:on_number_ok))
@number_window.set_handler(:cancel, method(:on_number_cancel))
end
#--------------------------------------------------------------------------
# Creating a status window
#--------------------------------------------------------------------------
def create_status_window
wx = @number_window.width
wy = @dummy_window.y
ww = Graphics.width - wx
wh = @dummy_window.height
@status_window = Window_ShopStatus.new(wx, wy, ww, wh)
@status_window.viewport = @viewport
@status_window.hide
end
#--------------------------------------------------------------------------
# Create a window Material
#--------------------------------------------------------------------------
def create_material_window
wx = @number_window.width
wy = @dummy_window.y
ww = Graphics.width - wx
wh = @dummy_window.height
@material_window = Window_ItemSynthesisMaterial.new(wx, wy, ww, wh)
@material_window.viewport = @viewport
@material_window.hide
@number_window.material_window = @material_window
end
#--------------------------------------------------------------------------
# Creating composite item list window
#--------------------------------------------------------------------------
def create_list_window
wy = @dummy_window.y
wh = @dummy_window.height
@list_window = Window_ItemSynthesisList.new(0, wy, wh)
@list_window.viewport = @viewport
@list_window.help_window = @help_window
@list_window.status_window = @status_window
@list_window.material_window = @material_window
@list_window.hide
@list_window.set_handler(:ok, method(:on_list_ok))
@list_window.set_handler(:cancel, method(:on_list_cancel))
@list_window.set_handler(:change_window, method(:on_change_window))
end
#--------------------------------------------------------------------------
# Creating a category window
#--------------------------------------------------------------------------
def create_category_window
@category_window = Window_ItemCategory.new #modified by Seiryuki
@category_window.viewport = @viewport
@category_window.help_window = @help_window
@category_window.y = @help_window.height
@category_window.activate
@category_window.item_window = @list_window
@category_window.set_handler(:ok, method(:on_category_ok))
@category_window.set_handler(:cancel, method(:return_scene))
end
#--------------------------------------------------------------------------
# Activation Synthesis item list window
#--------------------------------------------------------------------------
def activate_list_window
@list_window.money = money
@list_window.show.activate
end
#--------------------------------------------------------------------------
# Synthesis ok
#--------------------------------------------------------------------------
def on_list_ok
@item = @list_window.item
@list_window.hide
@number_window.set(@item, max_buy, buying_price, currency_unit)
@number_window.show.activate
end
#--------------------------------------------------------------------------
# Synthesis cancel
#--------------------------------------------------------------------------
def on_list_cancel
@category_window.activate
@category_window.show
@dummy_window.show
@list_window.hide
@status_window.hide
@status_window.item = nil
@material_window.hide
@material_window.set(nil, nil)
@gold_window.hide
@change_window.hide
@help_window.clear
end
#--------------------------------------------------------------------------
# Display switching
#--------------------------------------------------------------------------
def on_change_window
if @status_window.visible
@status_window.hide
@material_window.show
else
@status_window.show
@material_window.hide
end
end
#--------------------------------------------------------------------------
# Category ok
#--------------------------------------------------------------------------
def on_category_ok
activate_list_window
@gold_window.show
@change_window.show
@material_window.show
@category_window.hide
@list_window.select(0)
end
#--------------------------------------------------------------------------
# number ok
#--------------------------------------------------------------------------
def on_number_ok
Sound.play_shop
do_syntetic(@number_window.number)
end_number_input
@gold_window.refresh
end
#--------------------------------------------------------------------------
# number cancel
#--------------------------------------------------------------------------
def on_number_cancel
Sound.play_cancel
end_number_input
end
#--------------------------------------------------------------------------
# Run synthesis
#--------------------------------------------------------------------------
def do_syntetic(number)
$game_party.lose_gold(number * buying_price)
$game_party.gain_item(@item, number)

@recipe = @list_window.recipe(@item)
for i in 1...@recipe.size
kind = @recipe[i][0]
id = @recipe[i][1]
num = @recipe[i][2]
if kind == "I"
item = $data_items[id]
elsif kind == "W"
item = $data_weapons[id]
elsif kind == "A"
item = $data_armors[id]
end
$game_party.lose_item(item, num*number)
end
end
#--------------------------------------------------------------------------
# Number end of input
#--------------------------------------------------------------------------
def end_number_input
@number_window.hide
activate_list_window
end
#--------------------------------------------------------------------------
# Get the maximum number available for purchase
#--------------------------------------------------------------------------
def max_buy
max = $game_party.max_item_number(@item) - $game_party.item_number(@item)

@recipe = @list_window.recipe(@item)
for i in 1...@recipe.size
kind = @recipe[i][0]
id = @recipe[i][1]
num = @recipe[i][2]
if kind == "I"
item = $data_items[id]
elsif kind == "W"
item = $data_weapons[id]
elsif kind == "A"
item = $data_armors[id]
end
if num > 0
max_buf = $game_party.item_number(item)/num
else
max_buf = 999
end
max = [max, max_buf].min
end

buying_price == 0 ? max : [max, money / buying_price].min

end
#--------------------------------------------------------------------------
# Get the money value
#--------------------------------------------------------------------------
def money
@gold_window.value
end
#--------------------------------------------------------------------------
# Get the currency unit
#--------------------------------------------------------------------------
def currency_unit
@gold_window.currency_unit
end
#--------------------------------------------------------------------------
# cost of acquisition of Synthesis
#--------------------------------------------------------------------------
def buying_price
@list_window.price(@item)
end

#Added by Seiryuki
alias synth_terminate terminate
def terminate
$game_temp.hidecat_item = false
$game_temp.hidecat_weapon = false
$game_temp.hidecat_armor = false
$game_temp.hidecat_key_item = false
$game_temp.cat_item_lbl = Vocab::item
$game_temp.cat_weapon_lbl = Vocab::weapon
$game_temp.cat_armor_lbl = Vocab::armor
$game_temp.cat_key_item_lbl = Vocab::key_item
synth_terminate
end
end


#==============================================================================
# ?? Window_ItemSynthesisList
#------------------------------------------------------------------------------
# Composite screen is a window that displays a list of items that can be synthesized.
#==============================================================================

class Window_ItemSynthesisList < Window_Selectable
include WD_itemsynthesis
#--------------------------------------------------------------------------
# Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :status_window # Status Window
#--------------------------------------------------------------------------
# Object Initialization
#--------------------------------------------------------------------------
def initialize(x, y, height)
super(x, y, window_width, height)

@shop_goods = []
@shop_recipes = []

for i in 1..WD_itemsynthesis_ini::I_recipe.size
recipe = WD_itemsynthesis_ini::I_recipe[i]
if recipe
good = [0, i, recipe[0]]
if i_recipe_switch_on?(i)
@shop_goods.push(good)
@shop_recipes.push(recipe)
end
end
end
for i in 1..WD_itemsynthesis_ini::W_recipe.size
recipe = WD_itemsynthesis_ini::W_recipe[i]
if recipe
good = [1, i, recipe[0]]
if w_recipe_switch_on?(i)
@shop_goods.push(good)
@shop_recipes.push(recipe)
end
end
end
for i in 1..WD_itemsynthesis_ini::A_recipe.size
recipe = WD_itemsynthesis_ini::A_recipe[i]
if recipe
good = [2, i, recipe[0]]
if a_recipe_switch_on?(i)
@shop_goods.push(good)
@shop_recipes.push(recipe)
end
end
end

@money = 0
refresh
select(0)
end
#--------------------------------------------------------------------------
# Get the window width
#--------------------------------------------------------------------------
def window_width
return 304
end
#--------------------------------------------------------------------------
# Get the number of items
#--------------------------------------------------------------------------
def item_max
@data ? @data.size : 1
end
#--------------------------------------------------------------------------
# Retrieve Item
#--------------------------------------------------------------------------
def item
@data[index]
end
#--------------------------------------------------------------------------
# Set money
#--------------------------------------------------------------------------
def money=(money)
@money = money
refresh
end
#--------------------------------------------------------------------------
# Get the selection of effective state
#--------------------------------------------------------------------------
def current_item_enabled?
enable?(@data[index])
end
#--------------------------------------------------------------------------
# get the cost of synthetic
#--------------------------------------------------------------------------
def price(item)
@price[item]
end
#--------------------------------------------------------------------------
# get a final synthesis
#--------------------------------------------------------------------------
def enable?(item)
@makable[item]
end
#--------------------------------------------------------------------------
# get the recipe
#--------------------------------------------------------------------------
def recipe(item)
@recipe[item]
end
#--------------------------------------------------------------------------
# Whether to display item Allow states
#--------------------------------------------------------------------------
def have_mat?(recipe)
flag = true
if @money >= recipe[0]
for i in 1...recipe.size
kind = recipe[i][0]
id = recipe[i][1]
num = recipe[i][2]
if kind == "I"
item = $data_items[id]
elsif kind == "W"
item = $data_weapons[id]
elsif kind == "A"
item = $data_armors[id]
end
if $game_party.item_number(item) < [num, 1].max
flag = false
end
end
else
flag = false
end
return flag
end
#--------------------------------------------------------------------------
# Set category
#--------------------------------------------------------------------------
def category=(category)
return if @category == category
@category = category
refresh
end
#--------------------------------------------------------------------------
# Refresh
#--------------------------------------------------------------------------
def refresh
make_item_list
create_contents
draw_all_items
end
#--------------------------------------------------------------------------
# Whether to list an item
#--------------------------------------------------------------------------
def include?(item)
case @category
when :item
item.is_a?(RPG::Item) && !item.key_item?
when :weapon
item.is_a?(RPG::Weapon)
when :armor
item.is_a?(RPG::Armor)
when :key_item
item.is_a?(RPG::Item) && item.key_item?
else
false
end
end
#--------------------------------------------------------------------------
# Create a list item
#--------------------------------------------------------------------------
def make_item_list
@data = []
@price = {}
@makable = {}
@recipe = {}
for i in 0...@shop_goods.size
goods = @shop_goods[i]
recipe = @shop_recipes[i]
case goods[0]
when 0; item = $data_items[goods[1]]
when 1; item = $data_weapons[goods[1]]
when 2; item = $data_armors[goods[1]]
end
if item
if include?(item)
@data.push(item)
@price[item] = goods[2]
@makable[item] = have_mat?(recipe)
@recipe[item] = recipe
end
end
end
end
#--------------------------------------------------------------------------
# Draw item
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
rect = item_rect(index)
draw_item_name(item, rect.x, rect.y, enable?(item))
rect.width -= 4
draw_text(rect, price(item), 2) if WD_itemsynthesis_ini::Cost_view
end
#--------------------------------------------------------------------------
# Setting the Status Window
#--------------------------------------------------------------------------
def status_window=(status_window)
@status_window = status_window
call_update_help
end
#--------------------------------------------------------------------------
# Set the window material
#--------------------------------------------------------------------------
def material_window=(material_window)
@material_window = material_window
call_update_help
end
#--------------------------------------------------------------------------
# Update Help text
#--------------------------------------------------------------------------
def update_help
@help_window.set_item(item) if @help_window
@status_window.item = item if @status_window
@material_window.set(item, recipe(item)) if @material_window
end
#--------------------------------------------------------------------------
# <-- --> button (toggle display) when you press the handle
#--------------------------------------------------------------------------
def process_change_window
Sound.play_cursor
Input.update
call_handler(:change_window)
end
#--------------------------------------------------------------------------
# The handling of such determination or cancellation
#--------------------------------------------------------------------------
def process_handling
super
if active
return process_change_window if handle?(:change_window) && Input.trigger?(:RIGHT)
return process_change_window if handle?(:change_window) && Input.trigger?(:LEFT)
end
end
end


#==============================================================================
# ?? Window_ItemSynthesisMaterial
#------------------------------------------------------------------------------
# Composite screen is a window that displays the material required for the synthesis
#==============================================================================

class Window_ItemSynthesisMaterial < Window_Base
#--------------------------------------------------------------------------
# Object Initialization
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super(x, y, width, height)
@item = nil
refresh
end
#--------------------------------------------------------------------------
# Refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
draw_possession(4, 0)
draw_material_info(0, line_height * 2)
end
#--------------------------------------------------------------------------
# Setting Item
#--------------------------------------------------------------------------
def set(item, recipe)
@item = item
@recipe = recipe
@make_number = 1
refresh
end
#--------------------------------------------------------------------------
# Create Configuring Number
#--------------------------------------------------------------------------
def set_num(make_number)
@make_number = make_number
refresh
end
#--------------------------------------------------------------------------
# Draw the number of possession
#--------------------------------------------------------------------------
def draw_possession(x, y)
rect = Rect.new(x, y, contents.width - 4 - x, line_height)
change_color(system_color)
draw_text(rect, Vocab::Possession)
change_color(normal_color)
draw_text(rect, $game_party.item_number(@item), 2)
end
#--------------------------------------------------------------------------
# Drawing on material information
#--------------------------------------------------------------------------
def draw_material_info(x, y)
rect = Rect.new(x, y, contents.width, line_height)
change_color(system_color)
contents.font.size = 18
draw_text(rect, "Recipe:", 0)
if @recipe
for i in 1...@recipe.size
kind = @recipe[i][0]
id = @recipe[i][1]
num = @recipe[i][2]
if kind == "I"
item = $data_items[id]
elsif kind == "W"
item = $data_weapons[id]
elsif kind == "A"
item = $data_armors[id]
end
rect = Rect.new(x, y + line_height*i, contents.width, line_height)
enabled = true
enabled = false if [num*@make_number, 1].max > $game_party.item_number(item)
draw_item_name(item, rect.x, rect.y, enabled)
change_color(normal_color, enabled)
if num > 0
draw_text(rect, "#{num*@make_number}/#{$game_party.item_number(item)}", 2)
end
end
end
change_color(normal_color)
contents.font.size = 24
end
end


#==============================================================================
# ?? Window_ItemSynthesisNumber
#------------------------------------------------------------------------------
# Composite screen is a window to enter the number of items to be synthesized.
#==============================================================================

class Window_ItemSynthesisNumber < Window_ShopNumber
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
draw_item_name(@item, 0, item_y)
draw_number
draw_total_price if WD_itemsynthesis_ini::Cost_view
end
#--------------------------------------------------------------------------
# material window
#--------------------------------------------------------------------------
def material_window=(material_window)
@material_window = material_window
call_update_help
end
#--------------------------------------------------------------------------
# adjust quantity
#--------------------------------------------------------------------------
def change_number(amount)
@number = [[@number + amount, @max].min, 1].max
call_update_help #???
end
#--------------------------------------------------------------------------
# update help window
#--------------------------------------------------------------------------
def call_update_help
@material_window.set_num(@number) if @material_window
end
end

#==============================================================================
# ?? Window_ItemSynthesisNumber
#------------------------------------------------------------------------------
# simple info window saying how to VIEW how item affects actor stats
#==============================================================================

class Window_ItemSynthesisChange < Window_Base
#--------------------------------------------------------------------------
# info window
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super(x, y, width, height)
refresh
end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
text = "Change windows with Left/Right."
draw_text(0, 0, contents_width, line_height, text, 1)
end
end


barmen - Sro 16 Maj, 2012 14:01

Nie rozumiem Twojego "nierozumienia". Przecież wszystko jest opisane w skrypcie po angielsku :P
Flanagan - Sro 16 Maj, 2012 15:43

Jeszcze trzeba go się naumić xD
Valdali - Sro 16 Maj, 2012 22:03

jeszcze można dać skrypt do translatora gogle i juz masz wszystko naumione :kable:
Flanagan - Czw 17 Maj, 2012 11:26

Nie muszę, rozumiem co tam pisze, ale nie wiem nadal jak konfigurować dodawanie przedmiotów mianowicie te linijki:

Spoiler:

# Items Recipes
I_recipe[2] = [10, ["I",1,2]]
I_recipe[3] = [100, ["I",1,1], ["I",2,1]]
I_recipe[17] = [500, ["I",1,10]]

# Weapon Recipes
W_recipe[3] = [50, ["W",1,1], ["W",2,1]]
W_recipe[6] = [600, ["W",3,1], ["I",17,0]]

# Armor Recipes
A_recipe[2] = [40, ["A",1,2]]
A_recipe[5] = [400, ["A",2,1], ["W",2,2], ["I",17,0]]


Cyklop - Czw 17 Maj, 2012 19:53

To raczej proste. Na przykładzie tego:
I_recipe[2] = [10, ["I",1,2]]
tworzysz przedmiot nr 2 w bazie danych i potrzebujesz do tego 10 złota, dwa przedmioty ("I") o ID 1.


Powered by phpBB modified by Przemo © 2003 phpBB Group