Cześć, potrzebuję edycji skryptu, by za pojawiającym się okienku było takie tło jak w skrypcie zamieszczonym w tym temacie : http://www.rmxp.pl/index.php?topic=5357.0
Chcę aby windowskin miał identyczną jak w demie przeźroczystość, tak samo jak tło.
Points_Gained = 10 # Points that hero will gain when level-up
#------------------------------------------------------------------------------
#------------------------------------------------------------------------------
class Game_Actor < Game_Battler
attr_accessor :points
alias requiem_upgwnd_setup setup
def setup(actor_id)
requiem_upgwnd_setup(actor_id)
@points = 0
end
def exp=(exp)
@exp = [[exp, 9999999].min, 0].max
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
@level += 1
@points += Points_Gained
for j in $data_classes[@class_id].learnings
if j.level == @level
learn_skill(j.skill_id)
end
end
end
while @exp < @exp_list[@level]
@level -= 1
end
@hp = [@hp, self.maxhp].min
@sp = [@sp, self.maxsp].min
end
end
#------------------------------------------------------------------------------
class Requiem_UpgradeWindow < Window_Base
def initialize(actor)
super(0,0,320,320)
self.contents = Bitmap.new(width - 32, height - 32)
@actor = actor
update
end
def update
@requiem_upgwindow.update
@requiem_upgcmdwnd.update
@spriteset.update
if Input.trigger?(Input::R)
$game_system.se_play($data_system.cursor_se)
@actor_index += 1
@actor_index %= $game_party.actors.size
$scene = Scene_RequiemUpgrade.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_RequiemUpgrade.new(@actor_index)
return
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
if @from_menu
$scene = Scene_Menu.new(4)
else
$scene = Scene_Map.new
end
return
end
if Input.trigger?(Input::C)
if @actor.points > 0
$game_system.se_play($data_system.decision_se)
else
$game_system.se_play($data_system.buzzer_se)
return
end
case @requiem_upgcmdwnd.index
when 0
@actor.points -= 1
@actor.maxhp += 10
when 1
@actor.points -= 1
@actor.maxsp += 10
when 2
@actor.points -= 1
@actor.str += 1
when 3
@actor.points -= 1
@actor.dex += 1
when 4
@actor.points -= 1
@actor.agi += 1
when 5
@actor.points -= 1
@actor.int += 1
end
return
end
end
end
class Scene_Map
alias ayene_scmap_update update
def update
ayene_scmap_update
if $game_party.actors.any? {|actor| actor.points > 0}
$scene = Scene_RequiemUpgrade.new(0)
end
end
end
Points_Gained = 10 # Points that hero will gain when level-up
#------------------------------------------------------------------------------
#------------------------------------------------------------------------------
class Game_Actor < Game_Battler
attr_accessor :points
alias requiem_upgwnd_setup setup
def setup(actor_id)
requiem_upgwnd_setup(actor_id)
@points = 0
end
def exp=(exp)
@exp = [[exp, 9999999].min, 0].max
while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
@level += 1
@points += Points_Gained
for j in $data_classes[@class_id].learnings
if j.level == @level
learn_skill(j.skill_id)
end
end
end
while @exp < @exp_list[@level]
@level -= 1
end
@hp = [@hp, self.maxhp].min
@sp = [@sp, self.maxsp].min
end
end
#------------------------------------------------------------------------------
class Requiem_UpgradeWindow < Window_Base
def initialize(actor)
super(0,0,320,320)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 200
@actor = actor
update
end
def update
@requiem_upgwindow.update
@requiem_upgcmdwnd.update
@spriteset.update
if Input.trigger?(Input::R)
$game_system.se_play($data_system.cursor_se)
@actor_index += 1
@actor_index %= $game_party.actors.size
$scene = Scene_RequiemUpgrade.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_RequiemUpgrade.new(@actor_index)
return
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
if @from_menu
$scene = Scene_Menu.new(4)
else
$scene = Scene_Map.new
end
return
end
if Input.trigger?(Input::C)
if @actor.points > 0
$game_system.se_play($data_system.decision_se)
else
$game_system.se_play($data_system.buzzer_se)
return
end
case @requiem_upgcmdwnd.index
when 0
@actor.points -= 1
@actor.maxhp += 10
when 1
@actor.points -= 1
@actor.maxsp += 10
when 2
@actor.points -= 1
@actor.str += 1
when 3
@actor.points -= 1
@actor.dex += 1
when 4
@actor.points -= 1
@actor.agi += 1
when 5
@actor.points -= 1
@actor.int += 1
end
return
end
end
end
class Scene_Map
alias ayene_scmap_update update
def update
ayene_scmap_update
if $game_party.actors.any? {|actor| actor.points > 0}
$scene = Scene_RequiemUpgrade.new(0)
end
end
end
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