Pomógł: 1 raz Dołączył: 06 Gru 2009 Posty: 99 Skąd: z Huty Mińskiej
Wysłany: Czw 31 Gru, 2009 13:04
Szybkie pokazanie przedmiotów, po ich zdobyciu.
Witajcie! To jest pierwszy skrypt, który tutaj zamieszczam. Nie jestem jego autorem, ale troszkę go prze tłumaczyłem...
Zastosowania:
Gdy zdobędziesz jakiś przedmiot (złoto, zbroje itp.) to wyskoczy małe okienko z informacją o tym i z ikonką przedmioty (patrzcie na screeny)
class Game_System
#--------------------------------------------------------------------------
# Public Instance Variables (Added)
#--------------------------------------------------------------------------
attr_accessor :battle_pop # holds items to popup after battle
attr_accessor :battle_pop_gold # holds gold to popup after battle
#--------------------------------------------------------------------------
# Initialize (Mod)
#--------------------------------------------------------------------------
alias chest_pop_gs_initialize initialize unless $@
def initialize
chest_pop_gs_initialize
@battle_pop = nil
@battle_pop_gold = 0
end
#--------------------------------------------------------------------------
# Get Battle Pop (New)
#--------------------------------------------------------------------------
def battle_pop
return @battle_pop
end
#--------------------------------------------------------------------------
# Set Battle Pop (New)
#--------------------------------------------------------------------------
def battle_pop=(items)
@battle_pop = items
end
#--------------------------------------------------------------------------
# Get Battle Pop Gold (New)
#--------------------------------------------------------------------------
def battle_pop_gold
return @battle_pop_gold
end
#--------------------------------------------------------------------------
# Set Battle Pop Gold (New)
#--------------------------------------------------------------------------
def battle_pop_gold=(gold)
@battle_pop_gold = gold
end
end
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# Display Gained Experience and Gold (Rewrite)
#--------------------------------------------------------------------------
def display_exp_and_gold
# Save gold to popup after battle
$game_system.battle_pop_gold = $game_troop.gold_total if BATTLE_POP # added
exp = $game_troop.exp_total
gold = BATTLE_POP ? 0 : $game_troop.gold_total # changed
$game_party.gain_gold(gold) unless BATTLE_POP # changed
text = sprintf(Vocab::Victory, $game_party.name)
$game_message.texts.push('\|' + text)
if exp > 0
text = sprintf(Vocab::ObtainExp, exp)
$game_message.texts.push('\.' + text)
end
if gold > 0
text = sprintf(Vocab::ObtainGold, gold, Vocab::gold)
$game_message.texts.push('\.' + text)
end
wait_for_message
end
#--------------------------------------------------------------------------
# Display Gained Drop Items (Mod)
#--------------------------------------------------------------------------
alias chest_pop_display_drop_items display_drop_items unless $@
def display_drop_items
# Save items to popup after battle
$game_system.battle_pop = $game_troop.make_drop_items if BATTLE_POP
return if BATTLE_POP
chest_pop_display_drop_items
end
end
class Chest_Popup < Scene_Base
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------
def initialize(type, amount, index, add = false, x = nil, y = nil)
x = $game_player.screen_x if x == nil
y = $game_player.screen_y if y == nil
$game_switches[POPUP_SWITCH] = !AUTO_POPUP
$scene.disable_blur = true
@x, @y, @amount = x, y, amount
@gold = @no_desc = false
case type
when 0 # Gold
$game_party.gain_gold(amount) if add
@icon = GOLD_ICON
@desc_amount = ''
@desc = @amount.to_s
@amount = 1
@gold = true
when 1 # Items
$game_party.gain_item($data_items[index], amount) if add
@icon = $data_items[index].icon_index
@desc_amount = @amount.to_s + ' x'
@desc_amount = '' if @amount == 1
@no_desc = true if @amount == 1
@desc = $data_items[index].name
@amount = 1 if ONLY_SHOW_ONE
when 2 # Weapons
$game_party.gain_item($data_weapons[index], amount) if add
@icon = $data_weapons[index].icon_index
@desc_amount = @amount.to_s + ' x'
@desc_amount = '' if @amount == 1
@no_desc = true if @amount == 1
@desc = $data_weapons[index].name
@amount = 1 if ONLY_SHOW_ONE
when 3 # Armors
$game_party.gain_item($data_armors[index], amount) if add
@icon = $data_armors[index].icon_index
@desc_amount = @amount.to_s + ' x'
@desc_amount = '' if @amount == 1
@no_desc = true if @amount == 1
@desc = $data_armors[index].name
@amount = 1 if ONLY_SHOW_ONE
end
# Set index
@index = @desc_amount
# Add description to text
if @gold
@desc = @desc + ' '
else
if SHOW_POPUP_TEXT_ICON
@desc = @desc_amount + ' ' + @desc
else
@desc = @desc_amount + ' ' + @desc if @desc_amount != ''
end
end
# If battle reward
item_check = $game_system.battle_pop
gold_check = $game_system.battle_pop_gold
if BATTLE_POP and (item_check != nil or gold_check > 0)
@desc = BATTLE_REWARD + @desc
end
end
#--------------------------------------------------------------------------
# Start
#--------------------------------------------------------------------------
def start
create_background
# Create pop-up window
@popup_window = Item_Popup_Window.new(@x, @y)
end
#--------------------------------------------------------------------------
# Terminate
#--------------------------------------------------------------------------
def terminate
# Dispose windows
@popup_window.dispose
@menuback_sprite.dispose
@name_window.dispose if SHOW_POPUP_TEXT
end
#--------------------------------------------------------------------------
# Return Scene
#--------------------------------------------------------------------------
def return_scene
# Turn off blur and pop-up switch
$scene.disable_blur = false
$game_switches[POPUP_SWITCH] = false
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
def update
super
# Update pop-up window
@popup_window.update
@menuback_sprite.update
# Do the actual popping-up
do_popup
end
#--------------------------------------------------------------------------
# Update Basic
#--------------------------------------------------------------------------
def update_basic
Graphics.update
Input.update
end
#--------------------------------------------------------------------------
# Wait
#--------------------------------------------------------------------------
def wait(duration)
# Wait for DURATION frames
for i in 0..duration
update_basic
end
end
#--------------------------------------------------------------------------
# Wait for close
#--------------------------------------------------------------------------
def wait_for_close
count = 0
loop do
update_basic
count += 1
# Close if button 1 pressed
break if Input.trigger?(BUTTON_TO_WAIT_FOR1) and WAIT_FOR_BUTTON
# Close if button 2 pressed
break if Input.trigger?(BUTTON_TO_WAIT_FOR2) and WAIT_FOR_BUTTON
# Close if time elapsed
break if count >= WAIT_FOR_TIME and !WAIT_FOR_BUTTON
end
end
#--------------------------------------------------------------------------
# Create Background
#--------------------------------------------------------------------------
def create_background
# Create modified background
@menuback_sprite = Sprite.new
@menuback_sprite.bitmap = $game_temp.background_bitmap
@menuback_sprite.update
end
#--------------------------------------------------------------------------
# Show Name
#--------------------------------------------------------------------------
def show_name
x = 272
y = TEXT_WINDOW_Y
py = $game_player.screen_y - 32
cy = (py - y).abs
# Offset Y if text box is above player's position
if cy < 128 and TEXT_WINDOW_MOVE
y = py < y ? y + (y / 2) : y - (y / 2)
end
# Create Window
@name_window = Name_Window.new(x, y, @desc, @no_desc, @index, @gold, @icon)
# Wait for button(s) or time
wait_for_close
# Play sound
Audio.se_play(C_SND, C_SND_V, C_SND_P) if WAIT_FOR_BUTTON and PLAY_C_SND
end
#--------------------------------------------------------------------------
# Do Pop-Up
#--------------------------------------------------------------------------
def do_popup
# Pop-up icon(s)
for i in 1..@amount
Audio.se_play(P_SND, P_SND_V, P_SND_P) if PLAY_P_SND
for i in 0..4
@popup_window.pop_up(@icon, 0, i * -4)
@popup_window.update
wait(2)
end
wait(5) if i != @amount and !ONLY_SHOW_ONE
end
wait(5)
# Pop-up text
show_name if SHOW_POPUP_TEXT
# Exit
return_scene
end
end
Mam pytanko.Kiedy zdobywam dany przedmiot to pierwsza lub pierwsze dwie litery nazwy przedmiotu znajdują się na ikonie przedmiotu tak samo jak zdobywam złoto po walce.Czy można to naprawić i sprawić żeby ikona i tekst pojawiał się trochę dalej?
class Game_System
#--------------------------------------------------------------------------
# Public Instance Variables (Added)
#--------------------------------------------------------------------------
attr_accessor :battle_pop # holds items to popup after battle
attr_accessor :battle_pop_gold # holds gold to popup after battle
#--------------------------------------------------------------------------
# Initialize (Mod)
#--------------------------------------------------------------------------
alias chest_pop_gs_initialize initialize unless $@
def initialize
chest_pop_gs_initialize
@battle_pop = nil
@battle_pop_gold = 0
end
#--------------------------------------------------------------------------
# Get Battle Pop (New)
#--------------------------------------------------------------------------
def battle_pop
return @battle_pop
end
#--------------------------------------------------------------------------
# Set Battle Pop (New)
#--------------------------------------------------------------------------
def battle_pop=(items)
@battle_pop = items
end
#--------------------------------------------------------------------------
# Get Battle Pop Gold (New)
#--------------------------------------------------------------------------
def battle_pop_gold
return @battle_pop_gold
end
#--------------------------------------------------------------------------
# Set Battle Pop Gold (New)
#--------------------------------------------------------------------------
def battle_pop_gold=(gold)
@battle_pop_gold = gold
end
end
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# Display Gained Experience and Gold (Rewrite)
#--------------------------------------------------------------------------
def display_exp_and_gold
# Save gold to popup after battle
$game_system.battle_pop_gold = $game_troop.gold_total if BATTLE_POP # added
exp = $game_troop.exp_total
gold = BATTLE_POP ? 0 : $game_troop.gold_total # changed
$game_party.gain_gold(gold) unless BATTLE_POP # changed
text = sprintf(Vocab::Victory, $game_party.name)
$game_message.texts.push('\|' + text)
if exp > 0
text = sprintf(Vocab::ObtainExp, exp)
$game_message.texts.push('\.' + text)
end
if gold > 0
text = sprintf(Vocab::ObtainGold, gold, Vocab::gold)
$game_message.texts.push('\.' + text)
end
wait_for_message
end
#--------------------------------------------------------------------------
# Display Gained Drop Items (Mod)
#--------------------------------------------------------------------------
alias chest_pop_display_drop_items display_drop_items unless $@
def display_drop_items
# Save items to popup after battle
$game_system.battle_pop = $game_troop.make_drop_items if BATTLE_POP
return if BATTLE_POP
chest_pop_display_drop_items
end
end
class Chest_Popup < Scene_Base
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------
def initialize(type, amount, index, add = false, x = nil, y = nil)
x = $game_player.screen_x if x == nil
y = $game_player.screen_y if y == nil
$game_switches[POPUP_SWITCH] = !AUTO_POPUP
$scene.disable_blur = true
@x, @y, @amount = x, y, amount
@gold = @no_desc = false
case type
when 0 # Gold
$game_party.gain_gold(amount) if add
@icon = GOLD_ICON
@desc_amount = ''
@desc = @amount.to_s
@amount = 1
@gold = true
when 1 # Items
$game_party.gain_item($data_items[index], amount) if add
@icon = $data_items[index].icon_index
@desc_amount = @amount.to_s + ' x'
@desc_amount = '' if @amount == 1
@no_desc = true if @amount == 1
@desc = $data_items[index].name
@amount = 1 if ONLY_SHOW_ONE
when 2 # Weapons
$game_party.gain_item($data_weapons[index], amount) if add
@icon = $data_weapons[index].icon_index
@desc_amount = @amount.to_s + ' x'
@desc_amount = '' if @amount == 1
@no_desc = true if @amount == 1
@desc = $data_weapons[index].name
@amount = 1 if ONLY_SHOW_ONE
when 3 # Armors
$game_party.gain_item($data_armors[index], amount) if add
@icon = $data_armors[index].icon_index
@desc_amount = @amount.to_s + ' x'
@desc_amount = '' if @amount == 1
@no_desc = true if @amount == 1
@desc = $data_armors[index].name
@amount = 1 if ONLY_SHOW_ONE
end
# Set index
@index = @desc_amount
# Add description to text
if @gold
@desc = @desc + ' '
else
if SHOW_POPUP_TEXT_ICON
@desc = @desc_amount + ' ' + @desc
else
@desc = @desc_amount + ' ' + @desc if @desc_amount != ''
end
end
# If battle reward
item_check = $game_system.battle_pop
gold_check = $game_system.battle_pop_gold
if BATTLE_POP and (item_check != nil or gold_check > 0)
@desc = BATTLE_REWARD + @desc
end
end
#--------------------------------------------------------------------------
# Start
#--------------------------------------------------------------------------
def start
create_background
# Create pop-up window
@popup_window = Item_Popup_Window.new(@x, @y)
end
#--------------------------------------------------------------------------
# Terminate
#--------------------------------------------------------------------------
def terminate
# Dispose windows
@popup_window.dispose
@menuback_sprite.dispose
@name_window.dispose if SHOW_POPUP_TEXT
end
#--------------------------------------------------------------------------
# Return Scene
#--------------------------------------------------------------------------
def return_scene
# Turn off blur and pop-up switch
$scene.disable_blur = false
$game_switches[POPUP_SWITCH] = false
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------
def update
super
# Update pop-up window
@popup_window.update
@menuback_sprite.update
# Do the actual popping-up
do_popup
end
#--------------------------------------------------------------------------
# Update Basic
#--------------------------------------------------------------------------
def update_basic
Graphics.update
Input.update
end
#--------------------------------------------------------------------------
# Wait
#--------------------------------------------------------------------------
def wait(duration)
# Wait for DURATION frames
for i in 0..duration
update_basic
end
end
#--------------------------------------------------------------------------
# Wait for close
#--------------------------------------------------------------------------
def wait_for_close
count = 0
loop do
update_basic
count += 1
# Close if button 1 pressed
break if Input.trigger?(BUTTON_TO_WAIT_FOR1) and WAIT_FOR_BUTTON
# Close if button 2 pressed
break if Input.trigger?(BUTTON_TO_WAIT_FOR2) and WAIT_FOR_BUTTON
# Close if time elapsed
break if count >= WAIT_FOR_TIME and !WAIT_FOR_BUTTON
end
end
#--------------------------------------------------------------------------
# Create Background
#--------------------------------------------------------------------------
def create_background
# Create modified background
@menuback_sprite = Sprite.new
@menuback_sprite.bitmap = $game_temp.background_bitmap
@menuback_sprite.update
end
#--------------------------------------------------------------------------
# Show Name
#--------------------------------------------------------------------------
def show_name
x = 272
y = TEXT_WINDOW_Y
py = $game_player.screen_y - 32
cy = (py - y).abs
# Offset Y if text box is above player's position
if cy < 128 and TEXT_WINDOW_MOVE
y = py < y ? y + (y / 2) : y - (y / 2)
end
# Create Window
@name_window = Name_Window.new(x, y, @desc, @no_desc, @index, @gold, @icon)
# Wait for button(s) or time
wait_for_close
# Play sound
Audio.se_play(C_SND, C_SND_V, C_SND_P) if WAIT_FOR_BUTTON and PLAY_C_SND
end
#--------------------------------------------------------------------------
# Do Pop-Up
#--------------------------------------------------------------------------
def do_popup
# Pop-up icon(s)
for i in 1..@amount
Audio.se_play(P_SND, P_SND_V, P_SND_P) if PLAY_P_SND
for i in 0..4
@popup_window.pop_up(@icon, 0, i * -4)
@popup_window.update
wait(2)
end
wait(5) if i != @amount and !ONLY_SHOW_ONE
end
wait(5)
# Pop-up text
show_name if SHOW_POPUP_TEXT
# Exit
return_scene
end
end
Niestety to prawda,lecz jest świetny.Moim zdaniem jeżeli ktoś zauważy 100 skrzynek w każdej po 1 przedmiocie zamiast 50 skrzynek w których jest po 2 przedmioty to sprawi większe wrażenie
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