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Wsparcie [XP] - Skrypt

RtaMag2 - Czw 04 Mar, 2010 18:45
Temat postu: Skrypt
Szukam takiego skryptu do "RPG MAKER XP" który umożliwia nam noszenie rękawic i butów dziękuję :-D
Melvin - Czw 04 Mar, 2010 18:50

http://www.ultimateam.pl/viewtopic.php?t=2286
:mrgreen:

Nie ma...(chyba)

RtaMag2 - Czw 04 Mar, 2010 19:38

Kurde niema ehh a do vx to nie bo nie lubię vx slaba grafa wlaka itd :D
Melvin - Czw 04 Mar, 2010 19:41

Zrób sam taki skrypt, albo przerób z VX do XP :mrgreen:
RtaMag2 - Czw 04 Mar, 2010 21:50

Przerabiać nie umiem :o i skryptów tez nie umiem robić
Yoroiookami - Czw 04 Mar, 2010 22:40

Witaj w klubie RtaMag2...ja trochę umiem przerabiać, ale z tym to też pewnie bym sobie nie poradził. xD Zakładam że to nie jest jakie¶ proste, więc pozostaje ci czekać na kogo¶, kto to zrobi.
Czeliosss - Pi± 05 Mar, 2010 18:17

Jest taki skrypt na buty i rękawice. Jest on na www.rmxp.pl nie podam linku, bo mnie zbanowali. Powinien on być w Zasoby>MultiSlot.
RtaMag2 - Nie 07 Mar, 2010 10:24

Szukałem i nie znalazłem a ja mam sposób jak wejsć na strone jak się jest zbanowany wchodzisz na inn± przegl±darkę i możesz wej¶ć :mrgreen: teraz możesz mi poszukać :-)
Melvin - Nie 07 Mar, 2010 10:27

Co za problem... :mrgreen:
http://rmxp.pl/index.php?topic=3763.0

RtaMag2 - Nie 07 Mar, 2010 10:27

Sprawdze :lol:

[ Dodano: Nie 07 Mar, 2010 10:34 ]
Melvin a tam s± takie 4 sloty czy te 4 trzeba wklejić w różne miejsca nad main?

Melvin - Nie 07 Mar, 2010 10:53

Tak, tak jak w demku...
RtaMag2 - Nie 07 Mar, 2010 10:55

No ale te demko co tam jest pokazane nie działa z powodu produktu zrobiłem nawet to co jestw jednym temacie jak jest problem z produktem i tak nic nie dało ;p powiec poprostu jak mam wklejić czy mam wklejić te cztery nad main czy tylko jeden z tych jaki¶ :!:
Melvin - Nie 07 Mar, 2010 11:01

Cytat:
wklejić te cztery nad main czy tylko jeden z tych jaki¶

4

RtaMag2 - Nie 07 Mar, 2010 11:07

Super dzięki wszystko spoko działa jest po angilesku te kilka ale mi to nie przeszkadza super dzięki wielkie!!! :mrgreen:
Melvin - Nie 07 Mar, 2010 11:11

Cytat:
jest po angilesku

Przetłumaczyć...? :mrgreen:

Melvin - Nie 07 Mar, 2010 11:12

Załatwione!
Czekaj...

[ Dodano: Nie 07 Mar, 2010 11:17 ]
Podmień skrypt:
Cytat:
Multi-slot script : Modules

Z tym:
Spoiler:

Cytat:
#==============================================================================
# Multi-slot equipment script
#------------------------------------------------------------------------------
# Section 1: Modules
#------------------------------------------------------------------------------
# Guillaume777
# 6.2.2
# 2006/02/14
#==============================================================================

# To change slots of character
# $game_actors[1].weapon_slots = [0,0]
# $game_actors[1].armor_slots = [2,3,4,5,6,7]
#
# To make armor equipable in new slot :
# Add (5) in its name, where 5 is its slot number
# To make 2handed weapons :
# Add an element called 2handed to a weapon
# or, adds its id in TWO_HANDED_WEAPONS = []
# or, adds (2handed) in its name
# To make a weapon double attack
# Add an element called 2attacks to a weapon
# or, adds its id in DOUBLE_ATTACK_WEAPONS = []
# or, adds (2atks) in its name
# To make a weapon/armor cursed
# Adds its id in CURSED_WEAPONS or CURSED_ARMORS, or
# put (cursed) in its name
# To make a weapon require an offhand instead of any weapon
# Adds its id in NEEDS_OFFHAND or
# Adds (needs_offhand) in its name

#==============================================================================
# *** MODULE: Guillaume777's Multi-Slot Module
#------------------------------------------------------------------------------
# This is the configuration module of the Multi-Slot system. It allows you to
# set the default names of your slots, tag your weapons and/or armors for many
# types of enhancements and features, and etc.
#==============================================================================
module G7_MS_MOD

#--------------------------------------------------------------------------
# * Configuration Section
#--------------------------------------------------------------------------
#========Set weapon/armor properties ======================================
CURSED_WEAPONS = [] # ids of weapons to be cursed
CURSED_ARMORS = [] # ids of armors to be cursed
TWO_HANDED_WEAPONS = [] # ids of 2handed weapons
DOUBLE_ATTACK_WEAPONS = [] # ids of double attack weapons
NEEDS_OFFHAND = [3,4,5,6,7,8, # ids of weapons requiring an offhand
9,10,11,12,
25,26,27,28,29,30,31,32,33,34,35,36,37,38]

SWITCH_EQUIP_WEAPONS = [[38,36], [43,42]] # ids of weapons switched when equipped
SWITCH_EQUIP_ARMORS = [[41,40], [42,39]] # ids of switched armors(same above)
# Use 1 array, first value of array = false item, second value = true item
#
# First value in the above arrays is displayed in the weapons/armors you can
# choose. When the weapon/armor is chosen, the second id value IS the weapon
# or armor that you've chosen. Example: Trick someone to equip a cursed bow.

#=========Set weapon/armor properties with element tagging and name edit===
CURSED_STRING = 'cursed' # put (cursed) in item name for it to be cursed
HANDS_ELEMENT = 'handed' # no. of hands in front of HANDS_ELEMENT in database
HANDS_STRING = 'handed' # name of string in item name like (2handed)

MULTI_ATTACK_ELEMENT = 'attacks' # name of element to tag to multi attacks
# like (2attacks)
MULTI_ATTACK_STRING = 'atks' # string in item name, like (3atks)

NEEDS_OFFHAND_STRING = 'needs_offhand' #string in item name if the weapon
#needs an offhand like (needs_offhand)

#=====Set character slots properties =======================================
WEAPON_KINDS = [0, 0] # number of weapons, 0 = weapon
WEAPON_KIND_NAMES = ['P-Ręka', 'L-Ręka'] # custom name of extra weapon slots
WEAPON_KIND_POWERS = [100, 100] # 100 = normal power, 90 = 90% power
# Leave empty or put nil inside
# if you want the default names.
ARMOR_KINDS = [1,2,3,4,5,6,7]
# 1 = shield
# 2 = helmet
# 3 = armor
# 4 = acc
# 5 = and more : extra slot
EXTRA_SLOT_NAMES = ['Rękawice','Buty','Amulet']
# Name of the extra slots in equip window
# You need as many words as there are '5' or more in armor_kinds
# The first order of the slots names reflect the order of the 5 in armor_kinds
# Put (5) or more to in the armor name to have it assigned to the extra slot


#=============Set multi-weapon behavior====================================
IGNORE_OFFHAND = false # ignore off_hand support
TWOHANDED_IN_OFFHAND = true # If false don't show two handed weapons in
# the offhand window
ALL_WEAPONS_FOR_SKILLS = true # true = combined pwr of all weaps for skills
# false = only power of first weapon
SHIELD_HAND_SLOT = 1 # slot number to be used for shield hand
WEAPON_SHIELD_SHARE = true # if true, can't use a shield and a second
# weapon at the same time
SHIELD_HAND_WIELD = true # true = can use shield hand for 2handed weap.
WEAPON_HAND_WIELD = true # true = can use weapon hand for 2handed weap.
MULTI_WEAPONS_PENALITY = 0 # percent of atk that will be subtracted if
# you use two weapons at the same time.

#============Set appearance properties ====================================
FONT_NAME = 'Arial' # Font to use
CURSED_COLOR = Color.new(255, 50, 50) # Color of cursed equiped items
SHOW_REMOVE = false # Show empty in offhand window

WINDOWS_STRETCH = true # true : equip_right stretch to adjust to # of slots
MAX_SHOW_SLOTS = 6 # Maximum number of slots in 1 screen in equip right
# window. Useless if windows_stretch = false
HELP_AT_BOTTOM = false # If true, will leave place for help window at bot-
# tom. Useless if you didn't modify the help window
# y-coordinate.

STATUS_WINDOW_ARRANGE = true # If true, you get a new status window.
STATUS_WINDOW_SPACING = 24 # Space between each item in new status window.
EVADE = false # If draw_actor_parameter is configured to
# receive parameter number 7 (evade), then it
# will show in new status window.
# EVADE = true has no effect if STATUS_WINDOW_ARRANGE is false

#================ end of settings =========================================

#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super
RPG.set_new_item_types #fix armor and weapon properties at start of game
end
#--------------------------------------------------------------------------
# * End of MODULE: Guillaume777's Multi-Slot Module
#--------------------------------------------------------------------------
end



#============================================================================
# ** MODULE: RPG Module
#----------------------------------------------------------------------------
# This sprite is used as an arrow cursor for the battle screen. This class
# is used as a superclass for the Arrow_Enemy and Arrow_Actor classes.
#============================================================================
module RPG
#--------------------------------------------------------------------------
# * Set New Item Types
#--------------------------------------------------------------------------
def RPG.set_new_item_types
if @initialized_item_types then return end
for armor in $data_armors # for each armor
unless armor == nil # if armor
armor.set_adv_type # set new type
armor.set_cursed # set if item is cursed or not
end
end
for weapon in $data_weapons # for each armor
unless weapon == nil # if armor
weapon.set_needs_offhand # set if it needs an offhand or not
weapon.set_nb_hands # set the number of hands to wield it
weapon.set_nb_attacks # set the number of attacks it can do
weapon.set_cursed # set if item is cursed or not
end
end
@initialized_item_types = true
end
#--------------------------------------------------------------------------
# * Initialized Item Types
# bool : boolean value (true/false)
#--------------------------------------------------------------------------
def RPG.initialized_item_types=(bool)
@initialized_item_types = bool
end

#==========================================================================
# ** Armor
#--------------------------------------------------------------------------
# Data class for armors, adds new armor types
#==========================================================================
class Armor
attr_accessor :cursed
#------------------------------------------------------------------------
# * Set Adv Type
#------------------------------------------------------------------------
def set_adv_type
pattern = /\((\d+)\)/
if @name.sub!(pattern, '') != nil
# Set kind to the number in name of armor
@kind = $1.to_i - 1
end
end
#------------------------------------------------------------------------
# * Set Cursed
#------------------------------------------------------------------------
def set_cursed
pattern = '('+G7_MS_MOD::CURSED_STRING+')'
if @name.sub!(pattern, '') != nil then cursed = true end
if G7_MS_MOD::CURSED_ARMORS.include?(@id) then cursed = true end
@cursed = cursed
end
#------------------------------------------------------------------------
# * End of Armor Class
#------------------------------------------------------------------------
end

#==========================================================================
# ** Weapon
#--------------------------------------------------------------------------
# Data class for weapons, adds new weapon types
#==========================================================================
class Weapon
#------------------------------------------------------------------------
# * Public Instance Variables
#------------------------------------------------------------------------
attr_accessor :needs_offhand # does it need an offhand weapon
attr_accessor :nb_hands # numbers of hands it requires
attr_accessor :nb_attacks # number of attacks it can do
attr_accessor :cursed # true if item is cursed
#------------------------------------------------------------------------
# * Set Cursed
#------------------------------------------------------------------------
def set_cursed
pattern = '('+G7_MS_MOD::CURSED_STRING+')'
if @name.sub!(pattern, '') != nil then cursed = true end
if G7_MS_MOD::CURSED_WEAPONS.include?(@id) then cursed = true end
@cursed = cursed
end
#------------------------------------------------------------------------
# * Set Needs OffHand
#------------------------------------------------------------------------
def set_needs_offhand
pattern = '('+G7_MS_MOD::NEEDS_OFFHAND_STRING+')'
if @name.sub!(pattern, '') != nil then
@needs_offhand = true
elsif G7_MS_MOD::NEEDS_OFFHAND.include?(self.id) then
@needs_offhand = true
elsif @needs_offhand== nil then
@needs_offhand = false
end
end
#------------------------------------------------------------------------
# * Returns number of hands needed for weapons
#------------------------------------------------------------------------
def set_nb_hands
if G7_MS_MOD::TWO_HANDED_WEAPONS.include?(self.id) then
nb_hands = 2
end
pattern = /\((\d+)#{G7_MS_MOD::HANDS_STRING}\)/
if @name.sub!(pattern, '') != nil
nb_hands = $1.downcase.delete('a-z')
nb_hands = $1.to_i
end
# Search through the elements
for elementnb in self.element_set
elementname = $data_system.elements[elementnb].downcase
# If the weapon has an element for another attack
if elementname.delete('0-9') == G7_MS_MOD::HANDS_ELEMENT.downcase
# Get the number of attacks
elementname = elementname.delete('a-z')
if elementname != '' then
nb_hands = elementname.to_i
# Delete the element
self.element_set.delete(elementnb)
end
end
end
if nb_hands.is_a?(Integer) == false or nb_hands <= 0 then nb_hands = 1 end
@nb_hands = nb_hands
end
#------------------------------------------------------------------------
# * Returns the number of attack the weapon can do
#------------------------------------------------------------------------
def set_nb_attacks
if G7_MS_MOD::DOUBLE_ATTACK_WEAPONS.include?(self.id) then
nb_attacks = 2
else
nb_attacks = 1
end
pattern = /\((\d+)#{G7_MS_MOD::MULTI_ATTACK_STRING}\)/
if @name.sub!(pattern, '') != nil
nb_attacks = $1.downcase.delete('a-z')
nb_attacks = $1.to_i
end
# Search elements that could add more attacks
for elementnb in self.element_set
elementname = $data_system.elements[elementnb].downcase
# If the weapon has an element for another attack
if elementname.delete('0-9') == G7_MS_MOD::MULTI_ATTACK_ELEMENT.downcase
# Get the number of attacks
elementname = elementname.delete('a-z')
if elementname != '' then
nb_attacks = elementname.to_i
# Delete the element
self.element_set.delete(elementnb)
end
end
end
if nb_attacks.is_a?(Integer) == false or nb_attacks <= 0 then nb_attacks = 1 end
@nb_attacks = nb_attacks
end
#------------------------------------------------------------------------
# * End of CLASS: Weapon
#------------------------------------------------------------------------
end
#--------------------------------------------------------------------------
# * End of MODULE: RPG Module
#--------------------------------------------------------------------------
end


RtaMag2 - Nie 07 Mar, 2010 11:24

Ktory, a wogule mam znowu problem bo jak tworze przedmiot jest do wyboru tylko akcesoria i nieda się na nic innego założyć ;-(

[ Dodano: Nie 07 Mar, 2010 11:42 ]
Melvin odpowiedz czy wiesz może jak zrobić by rękawice dawał się na rękawice a nie na akcesoria?

[ Dodano: Nie 07 Mar, 2010 13:03 ]
Już działa Melvin mi wytłumaczył :mrgreen:

[ Dodano: Nie 07 Mar, 2010 18:04 ]
Polecam dać temat do popularnych i zamkn±ć już


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