if @target_window.active
update_target
return
end
end
def update_skill
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(1)
return
end
if Input.trigger?(Input::C)
@skill = @skill_window.skill
if @skill == nil or not @actor.skill_can_use?(@skill.id)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_temp.common_event_id = @skill.common_event_id
$game_system.se_play(@skill.menu_se)
@actor.sp -= @skill.sp_cost
@status_window.refresh
@skill_window.refresh
@target_window.refresh
$scene = Scene_Map.new
return
end
end
return
end
if Input.trigger?(Input::R)
$game_system.se_play($data_system.cursor_se)
@actor_index += 1
@actor_index %= $game_party.actors.size
$scene = Scene_Skill.new(@actor_index)
return
end
if Input.trigger?(Input::L)
$game_system.se_play($data_system.cursor_se)
@actor_index += $game_party.actors.size - 1
@actor_index %= $game_party.actors.size
$scene = Scene_Skill.new(@actor_index)
return
end
end
def update_target
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@skill_window.active = true
@target_window.visible = false
@target_window.active = false
return
end
if Input.trigger?(Input::C)
unless @actor.skill_can_use?(@skill.id)
$game_system.se_play($data_system.buzzer_se)
return
end
if @target_window.index == -1
used = false
for i in $game_party.actors
used |= i.skill_effect(@actor, @skill)
end
end
if @target_window.index <= -2
target = $game_party.actors[@target_window.index + 10]
used = target.skill_effect(@actor, @skill)
end
if @target_window.index >= 0
target = $game_party.actors[@target_window.index]
used = target.skill_effect(@actor, @skill)
end
if used
$game_system.se_play(@skill.menu_se)
@actor.sp -= @skill.sp_cost
@status_window.refresh
@skill_window.refresh
@target_window.refresh
if $game_party.all_dead?
$scene = Scene_Gameover.new
return
end
if @skill.common_event_id > 0
$game_temp.common_event_id = @skill.common_event_id
$scene = Scene_Map.new
return
end
end
unless used
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
end
class Window_Skill < Window_Selectable
def initialize(actor)
if $game_temp.in_battle
super(200, 64, 640, 300)
else
super(200, 64, 440, 300)
end
@actor = actor
if $game_temp.in_battle
@column_max = 2
else
@column_max = 1
end
refresh
self.index = 0
if $game_temp.in_battle
self.x = 0
self.y = 64
self.width = 640
self.height = 256
self.back_opacity = 160
end
end
def skill
return @data[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 0...@actor.skills.size
skill = $data_skills[@actor.skills[i]]
if skill != nil
@data.push(skill)
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
def draw_item(index)
skill = @data[index]
if @actor.skill_can_use?(skill.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4 + index % 1 * (288 + 32)
y = index / 1 * 32
if $game_temp.in_battle
x = 4 + index % 2 * (288 + 32)
y = index / 2 * 32
end
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(skill.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0)
if $game_temp.in_battle
self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2)
else
self.contents.draw_text(x + 350, y, 48, 32, skill.sp_cost.to_s, 2)
end
end
def update_help
@help_window.set_text(self.skill == nil ? "" : self.skill.description)
end
end
class Window_SkillStatus < Window_Base
def initialize(actor)
super(0, 364, 640, 116)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
refresh
end
________________________ ...Amelanduil & FireBlade words will be remembered... ...Amelanduil & FireBlade acts will be remembered... ...Amelanduil & FireBlade never gonna die...
To nie jest skrypt z twierdzy. Z resztÄ co to za róşnica przecieĹź w treĹci jest podane kto jest autorem?
A nie wyĹwietla napisĂłw w polskim RM bo jest do d**y. ZamieĹ na poniĹźszy, powinno dziaĹaÄ
Spoiler:
Kod:
#==========================================================
# Custom Skill Screen 1.0 by Neon
#==========================================================
class Scene_Skill
if @target_window.active
update_target
return
end
end
def update_skill
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(1)
return
end
if Input.trigger?(Input::C)
@skill = @skill_window.skill
if @skill == nil or not @actor.skill_can_use?(@skill.id)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_temp.common_event_id = @skill.common_event_id
$game_system.se_play(@skill.menu_se)
@actor.sp -= @skill.sp_cost
@status_window.refresh
@skill_window.refresh
@target_window.refresh
$scene = Scene_Map.new
return
end
end
return
end
if Input.trigger?(Input::R)
$game_system.se_play($data_system.cursor_se)
@actor_index += 1
@actor_index %= $game_party.actors.size
$scene = Scene_Skill.new(@actor_index)
return
end
if Input.trigger?(Input::L)
$game_system.se_play($data_system.cursor_se)
@actor_index += $game_party.actors.size - 1
@actor_index %= $game_party.actors.size
$scene = Scene_Skill.new(@actor_index)
return
end
end
def update_target
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@skill_window.active = true
@target_window.visible = false
@target_window.active = false
return
end
if Input.trigger?(Input::C)
unless @actor.skill_can_use?(@skill.id)
$game_system.se_play($data_system.buzzer_se)
return
end
if @target_window.index == -1
used = false
for i in $game_party.actors
used |= i.skill_effect(@actor, @skill)
end
end
if @target_window.index <= -2
target = $game_party.actors[@target_window.index + 10]
used = target.skill_effect(@actor, @skill)
end
if @target_window.index >= 0
target = $game_party.actors[@target_window.index]
used = target.skill_effect(@actor, @skill)
end
if used
$game_system.se_play(@skill.menu_se)
@actor.sp -= @skill.sp_cost
@status_window.refresh
@skill_window.refresh
@target_window.refresh
if $game_party.all_dead?
$scene = Scene_Gameover.new
return
end
if @skill.common_event_id > 0
$game_temp.common_event_id = @skill.common_event_id
$scene = Scene_Map.new
return
end
end
unless used
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
end
class Window_Skill < Window_Selectable
def initialize(actor)
if $game_temp.in_battle
super(200, 64, 640, 300)
else
super(200, 64, 440, 300)
end
@actor = actor
if $game_temp.in_battle
@column_max = 2
else
@column_max = 1
end
refresh
self.index = 0
if $game_temp.in_battle
self.x = 0
self.y = 64
self.width = 640
self.height = 256
self.back_opacity = 160
end
end
def skill
return @data[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 0...@actor.skills.size
skill = $data_skills[@actor.skills[i]]
if skill != nil
@data.push(skill)
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
self.contents.font.name = $defaultfonttype # "Items" window font
self.contents.font.size = $defaultfontsize
for i in 0...@item_max
draw_item(i)
end
end
end
def draw_item(index)
skill = @data[index]
if @actor.skill_can_use?(skill.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4 + index % 1 * (288 + 32)
y = index / 1 * 32
if $game_temp.in_battle
x = 4 + index % 2 * (288 + 32)
y = index / 2 * 32
end
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
bitmap = RPG::Cache.icon(skill.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0)
if $game_temp.in_battle
self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2)
else
self.contents.draw_text(x + 350, y, 48, 32, skill.sp_cost.to_s, 2)
end
end
def update_help
@help_window.set_text(self.skill == nil ? "" : self.skill.description)
end
end
Ok wszystko dziaĹa jak naleĹźy. DziÄki za pomoc.
*Ciekawostka:
Temat napisany 10 Maja i 1sza i kolejne odpowiedzi sÄ napisane po 27 Maja xD, gdybym nie napisaĹ swojego postu dalej, by nikt nie zaglÄ daĹ.
Mam jeszcze proĹbÄ, co mam zrobiÄ aby pokazywaĹ mi siÄ obrazek bohatera w "czary" xD.
Nie możesz pisać nowych tematów Nie możesz odpowiadać w tematach Nie możesz zmieniać swoich postów Nie możesz usuwać swoich postów Nie możesz głosować w ankietach Nie możesz załączać plików na tym forum Możesz ściągać załączniki na tym forum