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Menu Nostalgia [VX]
Autor Wiadomość
Ayene 




Ranga RM:
4 gry

Pomogła: 232 razy
Dołączyła: 18 Wrz 2007
Posty: 2424
Wysłany: Sob 24 Kwi, 2010 09:34
Menu Nostalgia [VX]
~ Menu Nostalgia [VX] ~

Krótki opis
Skrypt tworzy Menu na wzór menu z gry Nostalgia [DS] - patrz screenshot.

Autor skryptu
Zidane ~ EvilEagles

Tłumaczenie i korekta
Ayene [yurika@o2.pl]

Kompatybilność
Tylko VX.

Skrypt
Spoiler:

Kod:
# ============================================================================ #
# Menu Nostalgia v1.0
# by Zidane ~ EvilEagles
# Tłumaczenie i korekta: Ayene
# Skrypt tworzy Menu na wzór menu z gry Nostalgia [DS].
# ============================================================================ #

module Zid
# ---------------------------------------------------------------------------- #
# Opis wszystkich poleceń w menu
# ---------------------------------------------------------------------------- #

  ITEMCMD_DESCRIPTION = "Wyświetla przedmioty."
  SKILLCMD_DESCRIPTION = "Wyświetla umiejętności członków drużyny."
  EQUIPCMD_DESCRIPTION = "Ekwipuje bohaterów."
  STATUSCMD_DESCRIPTION = "Wyświetla status bohaterów."
  SAVECMD_DESCRIPTION = "Zapisuje grę."
  ENDCMD_DESCRIPTION = "Wychodzi z gry."

# ----------------------- KONIEC KONFIGURACJI ------------------------------- #
end

#==============================================================================
# ** Window_MenuCommand
#==============================================================================
class Window_MenuCom < Window_Selectable
  def initialize(x, y, width, height)
    super(137, 10, width - 270, WLH + 34, 10)
    @column_max = 6
    self.index = 0
    refresh
  end
 
  def item
    return @data[self.index]
  end
 
  def enable?(index)
    if $game_party.members.size == 0 and index <= 3
      return false
    end
    if $game_system.save_disabled and index = 6
      return false
    end
    return true
  end
 
  def refresh
    @data = ["Item","Skill","Equip","Status","Save","End"]
    @icon = [64, 231, 3, 137, 141, 224]
    @item_max = @data.size
    create_contents
    for i in 0...@item_max
      draw_item(i)
    end
  end
 
  def draw_item(index)
    rect = item_rect(index)
    self.contents.clear_rect(rect)
    item = @data[index]
    if item != nil
      enabled = enable?(index)
      rect.width -= 10
      rect.x += 0
      draw_icon(@icon[index], rect.x + 3, rect.y + 3, enabled)
    end
  end

  def item_rect(index)
    rect = Rect.new(0, 0, 0, 0)
    rect.width = (contents.width + @spacing) / @column_max - @spacing
    rect.height = 30
    rect.x = index % @column_max * (rect.width + @spacing)
    rect.y = index / @column_max * WLH
    return rect
  end
end


#==============================================================================
# Window_MenuNosStatus
#==============================================================================

class Window_MenuNosStatus < Window_Selectable
 
  def initialize(x, y)
    super(0, 56, 384, 304)
    refresh
    self.active = false
    self.index = -1
    self.z = 0
  end
 
  def refresh
    self.contents.clear
    @item_max = $game_party.members.size
    for actor in $game_party.members
      draw_actor_face(actor, 2, actor.index * 68 + 2 ,65 )
      x = 68
      y = actor.index * 70
      self.contents.font.bold = true
      draw_actor_name(actor, x + 5, y)
      self.contents.font.bold = false
      draw_actor_level(actor, x + 110, y)
      draw_actor_state(actor, x + 170, y)
      self.contents.font.size = 18
      draw_nosactor_hp(actor, x + 10, y + WLH * 1)
      draw_nosactor_mp(actor, x + 150, y + WLH * 1)
      self.contents.font.size = 21
      draw_actor_exp_meter(actor, x + 45, y + WLH * 2 - 10)
    end
  end
 
  def update_cursor
    if @index < 0
      self.cursor_rect.empty
      elsif @index < @item_max
      self.cursor_rect.set(0, @index * 68, contents.width, 68)
      elsif @index >= 100
      self.cursor_rect.set(0, (@index - 100) * 96, contents.width, 96)
    else
      self.cursor_rect.set(0, 0, contents.width, @item_max * 96)
    end
  end
end

#==============================================================================
# Window_Base
#==============================================================================

class Window_Base
 
  def draw_nosactor_hp(actor, x, y)
    contents.font.bold = true
    contents.font.color = Color.new(255,126,0)
    contents.draw_text(x, y, 30, WLH, Vocab::hp_a)
    contents.font.bold = false
    contents.font.color = normal_color
    contents.font.color = hp_color(actor)
    last_font_size = contents.font.size
    contents.draw_text(x + 24, y, 44, WLH, actor.hp, 2)
    contents.font.color = normal_color()
    contents.draw_text(x + 68, y, 11, WLH, "/", 2)
    contents.draw_text(x + 79, y, 44, WLH, actor.maxhp, 2)
  end
 
  def draw_nosactor_mp(actor, x, y)
    contents.font.bold = true
    contents.font.color = Color.new(0,38,255)
    contents.draw_text(x, y, 30, WLH, Vocab::mp_a)
    contents.font.bold = false
    contents.font.color = normal_color
    contents.font.color = mp_color(actor)
    last_font_size = contents.font.size
    contents.draw_text(x + 24, y, 44, WLH, actor.mp, 2)
    contents.font.color = normal_color()
    contents.draw_text(x + 68, y, 11, WLH, "/", 2)
    contents.draw_text(x + 79, y, 44, WLH, actor.maxmp, 2)
  end
 
  def exp_gauge_color1
    return text_color(30)
  end
 
  def exp_gauge_color2
    return text_color(31)
  end
 
  def draw_actor_exp_meter(actor, x, y, width = 230)
    if actor.next_exp != 0
      exp = actor.now_exp
    else
      exp = 1
    end
    gw = width * exp / [actor.next_exp, 1].max
    gc1 = exp_gauge_color1
    gc2 = exp_gauge_color2
    self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
    self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
    self.contents.font.color = Color.new(0,255,29)
    self.contents.draw_text(x - 40, y + 5, 30, WLH, "PD")
    self.contents.font.color = normal_color
    xr = x + width
  end
end

#==============================================================================
# Scene_Menu
#==============================================================================

class Scene_Menu < Scene_Base
  def start
    super
    create_menu_background
    create_command_window
    @gold_window = Window_Gold.new(384, 79)
    @status_window = Window_MenuNosStatus.new(0, 56)
    @help_window = Window_Help.new
    @help_window.x = 0
    @help_window.y = 360
    @playtime_window = Window_PlayTime.new(384, 135)
    @mapname_window = Window_Mapname.new(384, 191)
  end
 
  def update
    super
    update_menu_background
    @command_window.update
    @gold_window.update
    @status_window.update
    @mapname_window.update
    @playtime_window.update
    if @command_window.active
      update_command_selection
      update_command_selection2
    elsif @status_window.active
      update_actor_selection
    end
  end
 
  def terminate
    super
    dispose_menu_background
    @command_window.dispose
    @gold_window.dispose
    @status_window.dispose
    @help_window.dispose
    @playtime_window.dispose
    @mapname_window.dispose
  end
 
  def create_command_window
    @command_window = Window_MenuCom.new(0, 0, 544, 80)
    @command_window.index = @menu_index
    @command_window.z = 200
  end

  def update_command_selection2
    case @command_window.index
    when 0
      @help_window.set_text(Zid::ITEMCMD_DESCRIPTION)
    when 1
      @help_window.set_text(Zid::SKILLCMD_DESCRIPTION)
    when 2
      @help_window.set_text(Zid::EQUIPCMD_DESCRIPTION)
    when 3
      @help_window.set_text(Zid::STATUSCMD_DESCRIPTION)
    when 4
      @help_window.set_text(Zid::SAVECMD_DESCRIPTION)
    when 5
      @help_window.set_text(Zid::ENDCMD_DESCRIPTION)
    end
  end
end

class Window_PlayTime < Window_Base
  def initialize(x, y)
    super(x, y, 160, WLH + 32)
    refresh
  end
 
  def refresh
    self.contents.clear
    @total_sec = Graphics.frame_count / Graphics.frame_rate
    hour = @total_sec / 60 / 60
    min = @total_sec / 60 % 60
    sec = @total_sec % 60
    text = sprintf("%02d:%02d:%02d", hour, min, sec)
    self.contents.font.color = normal_color
    self.contents.draw_text(4, -5, 120, 32, text, 2)
    draw_icon(188, 4, 0)
  end
 
  def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
end

#==============================================================================
# Game_Map
#==============================================================================
class Game_Map
  attr_reader :map_id
  def mapname
    @mapname = load_data("Data/MapInfos.rvdata")
    @mapname[@map_id].name
  end
end

#==============================================================================
# Window_Mapname
#==============================================================================
class Window_Mapname < Window_Base
  def initialize(x, y)
    super(x, y, 160, WLH * 2 + 32)
    refresh
  end
 
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, -7, 120, 32, "Lokacja", 0)
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 20, 120, 32, $game_map.mapname.to_s, 2)
    draw_icon(2680, 4, -2)
  end
end

#==============================================================================
# Game_Actor
#==============================================================================
class Game_Actor < Game_Battler

  def now_exp
    return @exp - @exp_list[@level]
  end
 
  def next_exp
    return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
  end
end


Demo
niepotrzebne

Screenshot
Spoiler:


Instrukcja
1. Wklej skrypt nad "Main" w Edytorze Skryptu.
2. Reszta instrukcji znajduje się w treści skryptu.

Piszcie w razie problemów.
________________________


 
 
 
Agumon 




Preferowany:
RPG Maker VX

Ranga RM:
1 gra

Pomógł: 53 razy
Dołączył: 30 Gru 2009
Posty: 515
Skąd: Ruda Śląska
Wysłany: Sob 24 Kwi, 2010 09:46
Fajny skrypt. Tylko mam pytanie. Da się te ikonki na górze zmienić???
________________________
Pomogłem? Daj ""
Piszę poprawnie po polsku

 
 
Ayene 




Ranga RM:
4 gry

Pomogła: 232 razy
Dołączyła: 18 Wrz 2007
Posty: 2424
Wysłany: Sob 24 Kwi, 2010 09:47
Tak, wyszukaj:
Kod:
@icon = [64, 231, 3, 137, 141, 224]

I po prostu zmień liczby:
64 - ikonka przedmiotów
231 - umiejętności
3 - ekwipunku
137 - statusu
141 - zapisu
224 - wyjścia z gry
________________________


 
 
 
Agumon 




Preferowany:
RPG Maker VX

Ranga RM:
1 gra

Pomógł: 53 razy
Dołączył: 30 Gru 2009
Posty: 515
Skąd: Ruda Śląska
Wysłany: Sob 24 Kwi, 2010 12:00
Aha ok dzięki Ayene.
________________________
Pomogłem? Daj ""
Piszę poprawnie po polsku

 
 
SZN 



Preferowany:
RPG Maker VX

Dołączył: 08 Lip 2010
Posty: 8
Wysłany: Czw 08 Lip, 2010 16:10
Ale skąd mam wiedzieć jakie liczby tam wpisac :)?
 
 
CreeperCrisis 



Preferowany:
RPG Maker VXAce

Pomógł: 32 razy
Dołączył: 01 Maj 2010
Posty: 395
Wysłany: Czw 08 Lip, 2010 16:25
TEMAT się kłania. :-)
 
 
SZN 



Preferowany:
RPG Maker VX

Dołączył: 08 Lip 2010
Posty: 8
Wysłany: Czw 08 Lip, 2010 17:49
dzięki ^^
 
 
Parunu 




Dołączył: 18 Cze 2010
Posty: 24
Wysłany: Sob 10 Lip, 2010 14:59
Znowu mam problem :-? (przynajmniej posty ponabijasz Ayene :lol2: :lol2:). A otóż, mam ten skrypt http://ultimateam.pl/view...f7985f93a8d5c0d i jak wybieram opcję zapisz, to pokazuję się rozdawanie punktów, a jeśli exit (czy jakoś tak (wyjście z gry)), to menu zapisu :/, i nie ma prawdziwej opcji exit :///.
________________________
I kto jestjest MISTRZEM?
 
 
Ayene 




Ranga RM:
4 gry

Pomogła: 232 razy
Dołączyła: 18 Wrz 2007
Posty: 2424
Wysłany: Nie 11 Lip, 2010 06:47
Za 'Menu Nostalgia' podmień:
Spoiler:

Kod:
# ============================================================================ #
# Menu Nostalgia v1.0
# by Zidane ~ EvilEagles
# Tłumaczenie i korekta: Ayene
# Skrypt tworzy Menu na wzór menu z gry Nostalgia [DS].
# ============================================================================ #

module Zid
# ---------------------------------------------------------------------------- #
# Opis wszystkich poleceń w menu
# ---------------------------------------------------------------------------- #

  ITEMCMD_DESCRIPTION = "Wyświetla przedmioty."
  SKILLCMD_DESCRIPTION = "Wyświetla umiejętności członków drużyny."
  EQUIPCMD_DESCRIPTION = "Ekwipuje bohaterów."
  STATUSCMD_DESCRIPTION = "Wyświetla status bohaterów."
  SAVECMD_DESCRIPTION = "Zapisuje grę."
  ENDCMD_DESCRIPTION = "Wychodzi z gry."
  UPGRADE_DESCRIPTION = "Wyświelta okno z rozdaniem statystyk"

# ----------------------- KONIEC KONFIGURACJI ------------------------------- #
end

#==============================================================================
# ** Window_MenuCommand
#==============================================================================
class Window_MenuCom < Window_Selectable
  def initialize(x, y, width, height)
    super(137, 0, width - 240, WLH + 34, 10)
    @column_max = 7
    self.index = 0
    refresh
  end
 
  def item
    return @data[self.index]
  end
 
  def enable?(index)
    if $game_party.members.size == 0 and index <= 4
      return false
    end
    if $game_system.save_disabled and index = 5
      return false
    end
    return true
  end
 
  def refresh
    @data = ["Item","Skill","Equip","Status","Upgrade","Save","End"]
    @icon = [64, 231, 3, 137, 142, 141, 224]
    @item_max = @data.size
    create_contents
    for i in 0...@item_max
      draw_item(i)
    end
  end
 
  def draw_item(index)
    rect = item_rect(index)
    self.contents.clear_rect(rect)
    item = @data[index]
    if item != nil
      enabled = enable?(index)
      rect.width -= 10
      rect.x += 0
      draw_icon(@icon[index], rect.x + 3, rect.y + 3, enabled)
    end
  end

  def item_rect(index)
    rect = Rect.new(0, 0, 0, 0)
    rect.width = (contents.width + @spacing) / @column_max - @spacing
    rect.height = 30
    rect.x = index % @column_max * (rect.width + @spacing)
    rect.y = index / @column_max * WLH
    return rect
  end
end


#==============================================================================
# Window_MenuNosStatus
#==============================================================================

class Window_MenuNosStatus < Window_Selectable
 
  def initialize(x, y)
    super(0, 56, 384, 304)
    refresh
    self.active = false
    self.index = -1
    self.z = 0
  end
 
  def refresh
    self.contents.clear
    @item_max = $game_party.members.size
    for actor in $game_party.members
      draw_actor_face(actor, 2, actor.index * 68 + 2 ,65 )
      x = 68
      y = actor.index * 70
      self.contents.font.bold = true
      draw_actor_name(actor, x + 5, y)
      self.contents.font.bold = false
      draw_actor_level(actor, x + 110, y)
      draw_actor_state(actor, x + 170, y)
      self.contents.font.size = 18
      draw_nosactor_hp(actor, x + 10, y + WLH * 1)
      draw_nosactor_mp(actor, x + 150, y + WLH * 1)
      self.contents.font.size = 21
      draw_actor_exp_meter(actor, x + 45, y + WLH * 2 - 10)
    end
  end
 
  def update_cursor
    if @index < 0
      self.cursor_rect.empty
      elsif @index < @item_max
      self.cursor_rect.set(0, @index * 68, contents.width, 68)
      elsif @index >= 100
      self.cursor_rect.set(0, (@index - 100) * 96, contents.width, 96)
    else
      self.cursor_rect.set(0, 0, contents.width, @item_max * 96)
    end
  end
end

#==============================================================================
# Window_Base
#==============================================================================

class Window_Base
 
  def draw_nosactor_hp(actor, x, y)
    contents.font.bold = true
    contents.font.color = Color.new(255,126,0)
    contents.draw_text(x, y, 30, WLH, Vocab::hp_a)
    contents.font.bold = false
    contents.font.color = normal_color
    contents.font.color = hp_color(actor)
    last_font_size = contents.font.size
    contents.draw_text(x + 24, y, 44, WLH, actor.hp, 2)
    contents.font.color = normal_color()
    contents.draw_text(x + 68, y, 11, WLH, "/", 2)
    contents.draw_text(x + 79, y, 44, WLH, actor.maxhp, 2)
  end
 
  def draw_nosactor_mp(actor, x, y)
    contents.font.bold = true
    contents.font.color = Color.new(0,38,255)
    contents.draw_text(x, y, 30, WLH, Vocab::mp_a)
    contents.font.bold = false
    contents.font.color = normal_color
    contents.font.color = mp_color(actor)
    last_font_size = contents.font.size
    contents.draw_text(x + 24, y, 44, WLH, actor.mp, 2)
    contents.font.color = normal_color()
    contents.draw_text(x + 68, y, 11, WLH, "/", 2)
    contents.draw_text(x + 79, y, 44, WLH, actor.maxmp, 2)
  end
 
  def exp_gauge_color1
    return text_color(30)
  end
 
  def exp_gauge_color2
    return text_color(31)
  end
 
  def draw_actor_exp_meter(actor, x, y, width = 230)
    if actor.next_exp != 0
      exp = actor.now_exp
    else
      exp = 1
    end
    gw = width * exp / [actor.next_exp, 1].max
    gc1 = exp_gauge_color1
    gc2 = exp_gauge_color2
    self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)
    self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)
    self.contents.font.color = Color.new(0,255,29)
    self.contents.draw_text(x - 40, y + 5, 30, WLH, "PD")
    self.contents.font.color = normal_color
    xr = x + width
  end
end

#==============================================================================
# Scene_Menu
#==============================================================================

class Scene_Menu < Scene_Base
  def start
    super
    create_menu_background
    create_command_window
    @gold_window = Window_Gold.new(384, 79)
    @status_window = Window_MenuNosStatus.new(0, 56)
    @help_window = Window_Help.new
    @help_window.x = 0
    @help_window.y = 360
    @playtime_window = Window_PlayTime.new(384, 135)
    @mapname_window = Window_Mapname.new(384, 191)
  end
 
  def update
    super
    update_menu_background
    @command_window.update
    @gold_window.update
    @status_window.update
    @mapname_window.update
    @playtime_window.update
    if @command_window.active
      update_command_selection
      update_command_selection2
    elsif @status_window.active
      update_actor_selection
    end
  end
 
  def terminate
    super
    dispose_menu_background
    @command_window.dispose
    @gold_window.dispose
    @status_window.dispose
    @help_window.dispose
    @playtime_window.dispose
    @mapname_window.dispose
  end
 
  def create_command_window
    @command_window = Window_MenuCom.new(0, 0, 544, 80)
    @command_window.index = @menu_index
    @command_window.z = 200
  end
 
  def update_command_selection2
    case @command_window.index
    when 0
      @help_window.set_text(Zid::ITEMCMD_DESCRIPTION)
    when 1
      @help_window.set_text(Zid::SKILLCMD_DESCRIPTION)
    when 2
      @help_window.set_text(Zid::EQUIPCMD_DESCRIPTION)
    when 3
      @help_window.set_text(Zid::STATUSCMD_DESCRIPTION)
    when 4
      @help_window.set_text(Zid::UPGRADE_DESCRIPTION)
    when 5
      @help_window.set_text(Zid::SAVECMD_DESCRIPTION)
    when 6
      @help_window.set_text(Zid::ENDCMD_DESCRIPTION)
    end
  end
end

class Window_PlayTime < Window_Base
  def initialize(x, y)
    super(x, y, 160, WLH + 32)
    refresh
  end
 
  def refresh
    self.contents.clear
    @total_sec = Graphics.frame_count / Graphics.frame_rate
    hour = @total_sec / 60 / 60
    min = @total_sec / 60 % 60
    sec = @total_sec % 60
    text = sprintf("%02d:%02d:%02d", hour, min, sec)
    self.contents.font.color = normal_color
    self.contents.draw_text(4, -5, 120, 32, text, 2)
    draw_icon(188, 4, 0)
  end
 
  def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
end

#==============================================================================
# Game_Map
#==============================================================================
class Game_Map
  attr_reader :map_id
  def mapname
    @mapname = load_data("Data/MapInfos.rvdata")
    @mapname[@map_id].name
  end
end

#==============================================================================
# Window_Mapname
#==============================================================================
class Window_Mapname < Window_Base
  def initialize(x, y)
    super(x, y, 160, WLH * 2 + 32)
    refresh
  end
 
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, -7, 120, 32, "Lokacja", 0)
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 20, 120, 32, $game_map.mapname.to_s, 2)
    draw_icon(2680, 4, -2)
  end
end

#==============================================================================
# Game_Actor
#==============================================================================
class Game_Actor < Game_Battler

  def now_exp
    return @exp - @exp_list[@level]
  end
 
  def next_exp
    return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
  end
end


Za skrypt 'Punkty co poziom' podmień:
Spoiler:

Kod:
#==============================================================================
# Requiem Upgrade
#==============================================================================

Points_Gained = 5 # Points that hero will gain when level-up

#------------------------------------------------------------------------------
#------------------------------------------------------------------------------
class Game_Actor < Game_Battler
 
  attr_accessor :points
 
  alias requiem_upgwnd_initialize initialize
  alias requiem_upgwnd_lvlup level_up
 
  def initialize(actor_id)
    requiem_upgwnd_initialize(actor_id)
    @points = 0
  end
 
  def level_up
    requiem_upgwnd_lvlup
    @points += Points_Gained
  end
 
end

#------------------------------------------------------------------------------
class Requiem_UpgradeWindow < Window_Base
 
  def initialize(actor)
    super(0,0,320,320)
    @actor = actor
    update
  end
 
  def update
    self.contents.clear
    draw_actor_face(@actor,0,0,92)
    draw_actor_name(@actor,160,0)
    self.contents.font.color = normal_color
    self.contents.draw_text(224,32,64,WLH,@actor.level)
    self.contents.draw_text(224,24*2,64,WLH,@actor.points)
    self.contents.draw_text(128,24*5,96,WLH,@actor.maxhp)
    self.contents.draw_text(128,24*6,96,WLH,@actor.maxmp)
    self.contents.draw_text(128,24*7,96,WLH,@actor.atk)
    self.contents.draw_text(128,24*8,96,WLH,@actor.def)
    self.contents.draw_text(128,24*9,96,WLH,@actor.spi)
    self.contents.draw_text(128,24*10,96,WLH,@actor.agi)
    refresh
  end
 
  def refresh
    self.contents.font.color = system_color
    self.contents.draw_text(128,32,128,WLH,Vocab::level+":")
    self.contents.draw_text(128,24*2,128,WLH,"Punkty:")
    self.contents.draw_text(0,24*5,128,WLH,Vocab::hp_a+":")
    self.contents.draw_text(0,24*6,128,WLH,Vocab::mp_a+":")
    self.contents.draw_text(0,24*7,128,WLH,Vocab::atk+":")
    self.contents.draw_text(0,24*8,128,WLH,Vocab::def+":")
    self.contents.draw_text(0,24*9,128,WLH,Vocab::spi+":")
    self.contents.draw_text(0,24*10,128,WLH,Vocab::agi+":")
  end
 
end
#------------------------------------------------------------------------------
class Scene_RequiemUpgrade < Scene_Base
 
  def initialize(actor_index=0, from_menu=false)
    create_menu_background
    @actor_index = actor_index
    @from_menu = from_menu
  end
 
  def start
    super
    create_menu_background
    @actor = $game_party.members[@actor_index]
    @requiem_upgwindow = Requiem_UpgradeWindow.new(@actor)
    @requiem_upgwindow.x = (544 - @requiem_upgwindow.width) / 2
    @requiem_upgwindow.y = (416 - @requiem_upgwindow.height) / 2
    @requiem_upgcmdwnd  = Window_Command.new(64,[" +"," +"," +"," +"," +"," +"])
    @requiem_upgcmdwnd.index = 0
    @requiem_upgcmdwnd.x = @requiem_upgwindow.x + 192
    @requiem_upgcmdwnd.y = @requiem_upgwindow.y + 120
    @requiem_upgcmdwnd.opacity = 0
  end
 
  def update
    super
    update_menu_background
    @requiem_upgwindow.update
    @requiem_upgcmdwnd.update
    if Input.trigger?(Input::B)
      Sound.play_cancel
      if @from_menu
        $scene = Scene_Menu.new(4)
      else
        $scene = Scene_Map.new
      end
    elsif Input.trigger?(Input::C)
      if @actor.points > 0
        Sound.play_decision
      else
        Sound.play_buzzer
        return
      end
      case @requiem_upgcmdwnd.index
      when 0
        @actor.points -= 1
        @actor.maxhp += 10
      when 1
        @actor.points -= 1
        @actor.maxmp += 10
      when 2
        @actor.points -= 1
        @actor.atk += 1
      when 3
        @actor.points -= 1
        @actor.def += 1
      when 4
        @actor.points -= 1
        @actor.spi += 1
      when 5
        @actor.points -= 1
        @actor.agi += 1
      end
    end
  end
 
  def terminate
    super
    dispose_menu_background
    @requiem_upgwindow.dispose
    @requiem_upgcmdwnd.dispose
  end
   
end

#------------------------------------------------------------------------------
class Scene_Menu < Scene_Base
 
  def update_command_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      if $game_party.members.size == 0 and @command_window.index < 5
        Sound.play_buzzer
        return
      elsif $game_system.save_disabled and @command_window.index == 5
        Sound.play_buzzer
        return
      end
      Sound.play_decision
      case @command_window.index
      when 0
        $scene = Scene_Item.new
      when 1,2,3,4
        start_actor_selection
      when 5
        $scene = Scene_File.new(true, false, false)
      when 6
        $scene = Scene_End.new
      end
    end
  end
 
  def update_actor_selection
    if Input.trigger?(Input::B)
      Sound.play_cancel
      end_actor_selection
    elsif Input.trigger?(Input::C)
      $game_party.last_actor_index = @status_window.index
      Sound.play_decision
      case @command_window.index
      when 1
        $scene = Scene_Skill.new(@status_window.index)
      when 2
        $scene = Scene_Equip.new(@status_window.index)
      when 3
        $scene = Scene_Status.new(@status_window.index)
      when 4
        $scene = Scene_RequiemUpgrade.new(@status_window.index,true)
      end
    end
  end

end

#------------------------------------------------------------------------------
class Scene_File < Scene_Base
 
  def return_scene
    if @from_title
      $scene = Scene_Title.new
    elsif @from_event
      $scene = Scene_Map.new
    else
      $scene = Scene_Menu.new(5)
    end
  end
 
end

#------------------------------------------------------------------------------
class Scene_End < Scene_Base
 
  def return_scene
    $scene = Scene_Menu.new(6)
  end
 
end

________________________


 
 
 
Parunu 




Dołączył: 18 Cze 2010
Posty: 24
Wysłany: Nie 11 Lip, 2010 09:08
Dzięki Ayene, zawsze pomożesz :-) . Żeby nie było spamu, skrypt fajny.
________________________
I kto jestjest MISTRZEM?
 
 
Flanagan 




Preferowany:
RPG Maker VX

Pomógł: 9 razy
Dołączył: 26 Sty 2010
Posty: 181
Skąd: Ziemia
Wysłany: Sro 22 Gru, 2010 10:17
da się zrobić tak żeby zamiast facesetów postaci były ich chary??
 
 
Ayene 




Ranga RM:
4 gry

Pomogła: 232 razy
Dołączyła: 18 Wrz 2007
Posty: 2424
Wysłany: Sro 22 Gru, 2010 13:12
songoxyz, znajdź w skrypcie linijkę:
Kod:
draw_actor_face(actor, 2, actor.index * 68 + 2 ,65 )

i zamień ją na:
Kod:
draw_actor_graphic(actor, 28, actor.index * 68 + 48)
________________________


 
 
 
Killerczyc 




Preferowany:
RPG Maker VX

Pomógł: 8 razy
Dołączył: 20 Lip 2010
Posty: 199
Skąd: (Brak info.)
Wysłany: Sro 22 Gru, 2010 14:55
Ayene mam problem a mianowicie:
Gdy próbuje zapisać otwiera się okno wyjścia...
A gdy próbuje wyjść to nic się nie dzieje...
Modyfikowałem tylko ikony i zmianę z Face'seta na Charset
________________________
Szukam kogoś do grania ze mną w Minecraft Multiplayer przez Hamachi - coś więcej w temacie
 
 
 
Ayene 




Ranga RM:
4 gry

Pomogła: 232 razy
Dołączyła: 18 Wrz 2007
Posty: 2424
Wysłany: Sro 22 Gru, 2010 17:16
Killerczyc, musiałeś modyfikować w jakiś sposób klasy. Możliwe, że usuwałeś ręcznie którąś z komend w menu. Zrób screen'a z menu i wklej go tutaj.
________________________


 
 
 
Killerczyc 




Preferowany:
RPG Maker VX

Pomógł: 8 razy
Dołączył: 20 Lip 2010
Posty: 199
Skąd: (Brak info.)
Wysłany: Czw 23 Gru, 2010 09:01
Ayene, tu nie problem w skrypcie lecz w skryptach jakich używam... Okazało się że skrypt "Save w Menu" się komplikował z Menu Nostalgia
Mogła byś poradzić, proszę....
________________________
Szukam kogoś do grania ze mną w Minecraft Multiplayer przez Hamachi - coś więcej w temacie
 
 
 
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