Ogłoszenie 

Uwaga! To forum jest w trybie offline.
Wszelką pomoc uzyskasz pod adresem
forum.ultimateam.pl


Administracja Forum


Poprzedni temat «» Następny temat
Zamknięty przez: pw115
Pon 19 Lip, 2010 12:02
char postaci w ekwipunku
Autor Wiadomość
kamillo112 




Preferowany:
RPG Maker XP

Pomógł: 33 razy
Dołączył: 15 Mar 2010
Posty: 262
Wysłany: Nie 18 Lip, 2010 12:01
char postaci w ekwipunku
co mam wpisać w edytorze skryptów żeby w ekwipunku był chary postaci
Spoiler:


chodzi mi oto miejsce zaznaczone na czarno
Ostatnio zmieniony przez Nhadala Nie 18 Lip, 2010 13:32, w całości zmieniany 1 raz  
 
 
Ayene 




Ranga RM:
4 gry

Pomogła: 232 razy
Dołączyła: 18 Wrz 2007
Posty: 2424
Wysłany: Nie 18 Lip, 2010 12:23
Wejdź w skrypt 'Window_EquipLeft' i znajdź:
Kod:
draw_actor_level(@actor, 4, 32)

dodaj po tym:
Kod:
draw_actor_graphic(@actor, 140, 60)
________________________


 
 
 
kamillo112 




Preferowany:
RPG Maker XP

Pomógł: 33 razy
Dołączył: 15 Mar 2010
Posty: 262
Wysłany: Nie 18 Lip, 2010 12:54
a czy dało by się tak zrobić że gdy ubiorę zbroje to char będzie miał tą zbroje widoczną bo używam skryptu Visual_Equipment w ekwipunku char niema zbroi a jak wróce do głownego menu i znowu wejde w ekwipunek to ma
oto skrypt
Spoiler:

Kod:
#==============================================================================
# ** module Visual Equipment
#------------------------------------------------------------------------------
#  This module handles the image name and equipment drawing process.
#==============================================================================

module Visual_Equipment
  module_function
  #--------------------------------------------------------------------------
  # * Update Visual Equipment
  #--------------------------------------------------------------------------
  def equip_update
    @visual_equipment = Array.new
    for i in 0..$game_party.actors.size
      @visual_equipment[i+1] = []
    end

   #========================================================================
   #  **  C  O  N  F  I  G  U  R  A  T  I  O  N      S  Y  S  T  E  M  **  #
   #========================================================================
   #
   # Syntax to set weapons or armors in this script are as follows:
   #      add_weapon_sprite(weaponID, characterset)
   # -or- add_armor_sprite(armorID, characterset)
   #
   # The ID number is the same as the ID number in the database.
   # The charactersets are the extra graphics for the weapon/armor that is
   # stored in the 'Graphics\Characterset' folder of your project.
 
    # WEAPON LISTINGS
      #add_weapon_sprite(33, "tpl_helmet_1")  # <-didn't make a weapon image :P
   
    # ARMOR LISTINGS
      add_armor_sprite( 6, "tpl_helmet_1")
      add_armor_sprite( 7, "tpl_helmet_2")
      add_armor_sprite(20, "tpl_armor_white")
      add_armor_sprite(14, "tpl_armor_blue")
      add_armor_sprite(21, "tpl_armor_cape")
   
   #========================================================================
   #  ****   E N D   O F   C O N F I G U R A T I O N   S Y S T E M   ****  #
   #========================================================================
 
    #------------------------------------------------------------------------
    # * Visual Equipment Functions
    #------------------------------------------------------------------------
    RPG::Cache.clear
    return if $game_party == nil
    for i in 0...$game_party.actors.size
      for img in @visual_equipment[i+1]
        bitmap = RPG::Cache.character($game_party.actors[i].character_name,
                      $game_party.actors[i].character_hue)
        if img!=true and img!=false
          add_equip(bitmap,img,i)
        end
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Add Equipment
  #     sprite    : Original sprite bitmap
  #     to_add    : Equipment characterset
  #     character : Member in party
  #--------------------------------------------------------------------------
  def add_equip(sprite, to_add, character)
    return if $game_party == nil
    bmp = Sprite.new
    bmp.visible = false
    bmp.bitmap  = RPG::Cache.character(to_add,
                      $game_party.actors[character].character_hue)
    color = bmp.bitmap.get_pixel(0, 0)
    x = sprite.width
    y = sprite.height
    if @visual_equipment[0]
      x = x/4
      y = y/4
    end
    for i in 0..x
      for j in 0..y
        color_get = bmp.bitmap.get_pixel(i, j)
        if color_get != color
          sprite.set_pixel(i, j ,color_get)
        end
      end
    end
    bmp = nil
  end
  #--------------------------------------------------------------------------
  # * Add Weapon Sprite
  #     id        : Weapon ID
  #     sprite    : Weapon characterset
  #--------------------------------------------------------------------------
  def add_weapon_sprite(id, sprite)
    return if $game_party == nil
    for i in 0...$game_party.actors.size
      if $game_party.actors[i].weapon_id == id
        @visual_equipment[i+1].push(sprite)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Add Armor Sprite
  #     id        : Armor ID
  #     sprite    : Armor characterset
  #--------------------------------------------------------------------------
  def add_armor_sprite(id, sprite)
    return if $game_party == nil   
    for i in 0...$game_party.actors.size
      if $game_party.actors[i].armor1_id == id or
         $game_party.actors[i].armor2_id == id or
         $game_party.actors[i].armor3_id == id or
         $game_party.actors[i].armor4_id == id
        @visual_equipment[i+1].push(sprite)
      end
    end
  end
end 



#==============================================================================
# ** Game_Temp
#------------------------------------------------------------------------------
#  This class handles temporary data that is not included with save data.
#  Refer to "$game_temp" for the instance of this class.
#==============================================================================

class Game_Temp
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :visual_transfer          # Equipment changed in field switch
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias visual_initialize initialize
  def initialize
    # Perform the original call
    visual_initialize
    @visual_transfer = false              # Equipment changed in field
  end
end



#==============================================================================
# ** Scene_Equip
#------------------------------------------------------------------------------
#  This class performs equipment screen processing.
#==============================================================================

class Scene_Equip
  #--------------------------------------------------------------------------
  # * Alias Listings
  #-------------------------------------------------------------------------- 
  alias visual_update_right update_right
  #--------------------------------------------------------------------------
  # * Frame Update (when right window is active)
  #--------------------------------------------------------------------------
  def update_right
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Update with the equipment
      Visual_Equipment.equip_update
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to menu screen
      $scene = Scene_Menu.new(2)
      return
    end
    # Perform the original call
    visual_update_right
  end
end



#==============================================================================
# ** Game_Player
#------------------------------------------------------------------------------
#  This class handles the player. Its functions include event starting
#  determinants and map scrolling. Refer to "$game_player" for the one
#  instance of this class.
#==============================================================================

class Game_Player < Game_Character
  #--------------------------------------------------------------------------
  # * Alias Listings
  #-------------------------------------------------------------------------- 
  alias visual_update update
  #--------------------------------------------------------------------------
  # * Frame Update
  #-------------------------------------------------------------------------- 
  def update
    # Do not perform during equipment transfer
    return if $game_temp.visual_transfer == true
    # Perform the original call
    visual_update
  end
end



#==============================================================================
# ** Interpreter
#------------------------------------------------------------------------------
#  This interpreter runs event commands. This class is used within the
#  Game_System class and the Game_Event class.
#==============================================================================
class Interpreter
  #--------------------------------------------------------------------------
  # * Alias Listings
  #-------------------------------------------------------------------------- 
  alias visual_command_129 command_129
  alias visual_command_319 command_319
  #--------------------------------------------------------------------------
  # * Change Party Member
  #--------------------------------------------------------------------------
  def command_129
    # Perform the original call
    visual_command_129
    # Update with the equipment
    Visual_Equipment.equip_update
    # Continue
    return true   
  end
  #--------------------------------------------------------------------------
  # * Change Equipment
  #--------------------------------------------------------------------------
  def command_319
    # Perform the original call
    visual_command_319
    # Update with the equipment
    Visual_Equipment.equip_update
    # Turns the transfer system on
    $game_temp.visual_transfer = true
    # Switch to map screen
    $scene = Scene_Map.new   
    # Continue
    return true
  end
end



#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs map screen processing.
#==============================================================================

class Scene_Map
  #--------------------------------------------------------------------------
  # * Alias Listings
  #-------------------------------------------------------------------------- 
  alias visual_update update
  #--------------------------------------------------------------------------
  # * Frame Update
  #-------------------------------------------------------------------------- 
  def update
    # Perform the original call
    visual_update
    # Turns equipment transfer system off
    $game_temp.visual_transfer = false if $game_temp.visual_transfer == true
  end
end



#==============================================================================
# ** Game_Character
#------------------------------------------------------------------------------
#  This class deals with characters. It's used as a superclass for the
#  Game_Player and Game_Event classes.
#==============================================================================

class Game_Character
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #-------------------------------------------------------------------------- 
  attr_accessor :character_hue
end



#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
#  This class handles the actor. It's used within the Game_Actors class
#  ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================

class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # * Alias Listings
  #-------------------------------------------------------------------------- 
  alias visual_setup setup
  #--------------------------------------------------------------------------
  # * Setup
  #     actor_id : actor ID
  #-------------------------------------------------------------------------- 
  def setup(actor_id)
    # Perform the original call
    visual_setup(actor_id)
    @character_hue = (@character_hue+1)%256
  end
end



#==============================================================================
# ** Scene_Load
#------------------------------------------------------------------------------
#  This class performs load screen processing.
#==============================================================================

class Scene_Load < Scene_File
  #--------------------------------------------------------------------------
  # * Alias Listings
  #-------------------------------------------------------------------------- 
  alias visual_read_save_data read_save_data
  alias visual_on_cancel on_cancel
  #--------------------------------------------------------------------------
  # * Cancel Processing
  #-------------------------------------------------------------------------- 
  def on_cancel
    # Update with the equipment
    Visual_Equipment.equip_update
    # Perform the original call
    visual_on_cancel
  end
  #--------------------------------------------------------------------------
  # * Read Save Data
  #     file : file object for reading (opened)
  #--------------------------------------------------------------------------
  def read_save_data(file)
    # Perform the original call
    visual_read_save_data(file)
    # Update with the equipment
    Visual_Equipment.equip_update
  end
end



#==============================================================================
# ** Scene_Save
#------------------------------------------------------------------------------
#  This class performs save screen processing.
#==============================================================================

class Scene_Save < Scene_File
  #--------------------------------------------------------------------------
  # * Alias Listings
  #-------------------------------------------------------------------------- 
  alias visual_on_decision on_decision
  alias visual_on_cancel on_cancel
  #--------------------------------------------------------------------------
  # * Cancel Processing
  #-------------------------------------------------------------------------- 
  def on_cancel
    # Update with the equipment
    Visual_Equipment.equip_update
    # Perform the original call
    visual_on_cancel
  end
  #--------------------------------------------------------------------------
  # * Decision Processing
  #-------------------------------------------------------------------------- 
  def on_decision(file)
    # Update with the equipment
    Visual_Equipment.equip_update
    # Perform the original call
    visual_on_decision(file)
  end
end



#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
#  This class performs title screen processing.
#==============================================================================

class Scene_Title
  #--------------------------------------------------------------------------
  # * Alias Listings
  #-------------------------------------------------------------------------- 
  alias visual_command_new_game command_new_game
  #--------------------------------------------------------------------------
  # * Command: New Game
  #-------------------------------------------------------------------------- 
  def command_new_game
    # Perform the original call
    visual_command_new_game
    # Update with the equipment
    Visual_Equipment.equip_update
  end
end

 
 
Ayene 




Ranga RM:
4 gry

Pomogła: 232 razy
Dołączyła: 18 Wrz 2007
Posty: 2424
Wysłany: Pon 19 Lip, 2010 11:27
Wejdź w Scene_Equip i znajdź:
Kod:
@item_window.refresh

po tym dodaj:
Kod:
Visual_Equipment.equip_update
@left_window.refresh
________________________


 
 
 
kamillo112 




Preferowany:
RPG Maker XP

Pomógł: 33 razy
Dołączył: 15 Mar 2010
Posty: 262
Wysłany: Pon 19 Lip, 2010 11:48
dzięki
 
 
Wyświetl posty z ostatnich:   
Ten temat jest zablokowany bez możliwości zmiany postów lub pisania odpowiedzi
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
Dodaj temat do Ulubionych
Wersja do druku

Skocz do:  

Powered by phpBB modified by Przemo © 2003 phpBB Group | Template Klam by Ayene