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Zamknięty przez: Ayene
Sro 06 Kwi, 2011 19:28
Prośba o przerobienie Skryptu
Autor Wiadomość
lolerixe 




Preferowany:
RPG Maker VX

Pomógł: 2 razy
Dołączył: 01 Mar 2011
Posty: 41
Skąd: Okolice Wrocławia
Wysłany: Sob 19 Mar, 2011 19:49
Prośba o przerobienie Skryptu
Mam 2 małe problemy.
Używam w swoim projekcie kilku skryptów


Spoiler:


Sideviev z ATB
KGC_LargeParty
KGC_LimitBreak
KGC_DistributeParameter
KGC_ClassDetailSetting
KGC_CategorizeItem
KGC_AddEquipmentOptions
KCG_Equipment Extension
KGC_UsableEquipment
KGC_ComposeItem
Itemy dające HP/MP
Monster Album VX 4.0
full window
Avatary podczas walki
Random Battle-BGM 1.02
Random Battle-Redyugi's Level Up Effects
Prexus - Party Manager



PROBLEM 1

Avatary podczas walki - wyświetla mi 4 face podczas walki a chciałbym 6 bo tylu na raz walczy.


PROBLEM 2

W oknie menu nie pojawia mi się pozycja Party, dlatego zapodalem dodatkowo Prexus - Party Manager.
- Albo ktoś powie jak zrobić (przerobi skrypt) aby była opcja party w menu, albo przerobi Prexus - Party Manager aby przy wybieraniu w zdarzeniu stojącym na mapie wyświetlało 6 ludzików a nie 4 jak obecnie.


Spoiler:

#==============================================================================
# ** Prexus - Party Manager (v1.1c)
#------------------------------------------------------------------------------
# This is a Party Management system, created by Prexus. It allows you to
# change your party makeup, out of a reserve of characters. It also allows you
# to lock characters, making them mandatory, and make characters unavailable.
#
# See thread at RMXP.org for instructions:
# http://www.rmxp.org/forum...02326#msg402326
#
# - Changelog (v1.1c)
# * Fixed a graphical error in the party reserves window
#
# - (v1.1b)
# * Fixed a bug with the draw_item_name method, added the width parameter
# - (v1.1)
# * Added functionality to see player's equipment (press the A button)
# $data_actors[ID].found = true Tìm thấy 1 hero
# $data_actors[ID].unavailable = true Lock 1 hero
# $game_party.members[0].actor.required = true Lock Leader
# $scene = Scene_Party.new Call Menu P-Changer
#
#
#
#
#==============================================================================

module RPG
class Actor
def setup
@found = false
@unavailable = false
@required = false
end
attr_accessor :found
attr_accessor :unavailable
attr_accessor :required
end
end

class Game_Actors
attr_reader :data
alias prex_party_g_actors_initialize initialize
def initialize
prex_party_g_actors_initialize
$data_actors.each do |actor|
actor.setup if actor
@data[actor.id] = Game_Actor.new(actor.id) if actor
end
end
end

class Scene_File < Scene_Base
alias prex_party_s_file_write_save_data write_save_data
alias prex_party_s_file_read_save_data read_save_data
def write_save_data(file)
prex_party_s_file_write_save_data(file)
Marshal.dump($data_actors, file)
end
def read_save_data(file)
prex_party_s_file_read_save_data(file)
$data_actors = Marshal.load(file)
end
end

class Scene_Title < Scene_Base
alias prex_party_s_title_command_new_game command_new_game
def command_new_game
prex_party_s_title_command_new_game
$game_party.members.each {|s| s.actor.found = true if s}
end
end

class Window_Base < Window
def draw_item_name(item, x, y, enabled = true, width = 172)
if item != nil
draw_icon(item.icon_index, x, y, enabled)
self.contents.font.color = normal_color
self.contents.font.color.alpha = enabled ? 255 : 128
self.contents.draw_text(x + 24, y, width, WLH, item.name)
end
end
end

class Scene_Party < Scene_Base
def start
super
create_menu_background
create_windows
end
def create_windows
@member_window = Window_CurrentMember.new
@party_window = Window_CurrentParty.new
@party_window.active = true
@selectable_window = Window_SelectMember.new
end
def update_windows
@member_window.update
@party_window.update
@selectable_window.update
if @party_window.active
@member_window.set_member(@party_window.member)
elsif @selectable_window.active
@member_window.set_member(@selectable_window.member)
end
end
def terminate
super
@member_window.dispose
@party_window.dispose
@selectable_window.dispose
end
def update
super
update_windows
update_input
end
def update_input
if Input.trigger?(Input::A)
if @member_window.mode == 1
@member_window.set_mode(0)
elsif @member_window.mode == 0
@member_window.set_mode(1)
end
end
if @party_window.active
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
member = @party_window.member
if member != nil
if member.actor.unavailable or member.actor.required
Sound.play_buzzer
return
end
end
Sound.play_decision
@party_window.active = false
@selectable_window.active = true
@selectable_window.index = 0
end
elsif @selectable_window.active
if Input.trigger?(Input::B)
Sound.play_cancel
@selectable_window.index = -1
@selectable_window.active = false
@party_window.active = true
elsif Input.trigger?(Input::C)
member = @selectable_window.member
if member != nil
if member.actor.unavailable
Sound.play_buzzer
return
end
end
Sound.play_decision
$game_party.remove_actor(@party_window.member.id) if @party_window.member != nil
$game_party.add_actor(@selectable_window.member.id) if @selectable_window.member != nil
@selectable_window.refresh
@party_window.refresh
@selectable_window.index = -1
@selectable_window.active = false
@party_window.active = true
end
end
end
end

class Window_CurrentMember < Window_Base
attr_reader :mode
def initialize(member = nil, mode = 0)
super(304, 80, 192, 256)
create_contents
@member = member
@mode = 0
refresh
end
def member
return @member
end
def set_member(member)
old_member = @member
@member = member
refresh if old_member != @member
end
def set_mode(mode)
@mode = mode if [0, 1].include?(mode)
refresh
end
def refresh
self.contents.clear
return unless @member
x, y = 0, 0
self.draw_actor_face(@member, x, y, 48)
self.draw_actor_name(@member, x + 52, y)
self.draw_actor_class(@member, x + 52, y + WLH)
self.draw_actor_level(@member, x, y + WLH*2)
case @mode
when 0
self.draw_icon(142, self.contents.width - 24, y + WLH*2)
self.contents.draw_text(x, y + WLH*2, self.contents.width - 12, WLH, 'Equip', 2)
self.draw_actor_hp(@member, x, y + WLH*3, 160)
self.draw_actor_mp(@member, x, y + WLH*4, 160)
self.draw_actor_parameter(@member, x, y + WLH*5, 0)
self.draw_actor_parameter(@member, x, y + WLH*6, 1)
self.draw_actor_parameter(@member, x, y + WLH*7, 2)
self.draw_actor_parameter(@member, x, y + WLH*8, 3)
when 1
self.draw_icon(143, self.contents.width - 24, y + WLH*2)
self.contents.draw_text(x, y + WLH*2, self.contents.width - 12, WLH, 'Stat', 2)
for i in 0...@member.equips.size
item = @member.equips[i]
self.draw_item_name(item, x, y + WLH*(3+i), true, self.contents.width - 24)
end
end
end
end

class Window_CurrentParty < Window_Selectable
def initialize
super(48, 80, 256, 64)
@item_max = 4
@column_max = @item_max
create_contents
self.index = 0
refresh
end
def member
return $game_party.members[self.index]
end
def refresh
for i in 0...@item_max
rect = item_rect(i)
self.contents.clear_rect(rect)
end
for i in 0...$game_party.members.size
rect = item_rect(i)
bitmap = Cache.character($game_party.members[i].character_name)
sign = $game_party.members[i].character_name[/^[\!\$]./]
if sign != nil and sign.include?('$')
cw = bitmap.width / 3
ch = bitmap.height / 4
else
cw = bitmap.width / 12
ch = bitmap.height / 8
end
n = $game_party.members[i].character_index
src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)
if $game_party.members[i].actor.unavailable
self.contents.blt(rect.x, rect.y, bitmap, src_rect, 128)
else
self.contents.blt(rect.x, rect.y, bitmap, src_rect, 255)
end
if $game_party.members[i].actor.required
lock_bitmap = Cache.system("Locked")
self.contents.blt(rect.x + rect.width - lock_bitmap.width,
rect.y + rect.height - lock_bitmap.height,
lock_bitmap, lock_bitmap.rect)
end
end
end
def item_rect(index)
rect = Rect.new(0, 0, 0, 0)
rect.width = (contents.width + @spacing) / @column_max - @spacing
rect.height = 32
rect.x = index % @column_max * (rect.width + @spacing)
rect.y = index / @column_max * 32
return rect
end
end

class Window_SelectMember < Window_Selectable
def initialize
super(48, 144, 256, 192)
calculate_actors
@item_max = @actors.size + 1
@column_max = 4
self.index = -1
self.active = false
refresh
end
def calculate_actors
@actors = []
for a in $game_actors.data
@actors << a if a != nil and a.actor.found and !$game_party.members.include?(a)
end
end
def member
return @actors[self.index]
end
def refresh
self.contents.clear
calculate_actors
@item_max = @actors.size + 1
for i in 0...@actors.size
rect = item_rect(i)
bitmap = Cache.character(@actors[i].character_name)
sign = @actors[i].character_name[/^[\!\$]./]
if sign != nil and sign.include?('$')
cw = bitmap.width / 3
ch = bitmap.height / 4
else
cw = bitmap.width / 12
ch = bitmap.height / 8
end
n = @actors[i].character_index
src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)
if @actors[i].actor.unavailable
self.contents.blt(rect.x, rect.y, bitmap, src_rect, 128)
else
self.contents.blt(rect.x, rect.y, bitmap, src_rect, 255)
end
if @actors[i].actor.required
lock_bitmap = Cache.system("Locked")
self.contents.blt(rect.x + rect.width - lock_bitmap.width,
rect.y + rect.height - lock_bitmap.height,
lock_bitmap, lock_bitmap.rect)
end
end
end
def item_rect(index)
rect = Rect.new(0, 0, 0, 0)
rect.width = (contents.width + @spacing) / @column_max - @spacing
rect.height = 32
rect.x = index % @column_max * (rect.width + @spacing)
rect.y = index / @column_max * 32
return rect
end
end



Z góry dziękuję...
 
 
 
Piotro888 




Preferowany:
RPG Maker XP

Pomógł: 4 razy
Dołączył: 30 Sty 2011
Posty: 60
Skąd: Du Weldenvarden
Wysłany: Sob 19 Mar, 2011 20:10
Moge rozwiązać pierwszy: Zawsze wyświetla się w tym skrypcie czterech
________________________
WygrajGry.pl
http://wygrajgry.pl/ref/228569
Zgarniaj oryginalne gry komputerowe za darmo!
Weź udział w konkursie i wygrywaj najnowsze gry takie jak:

Cytat:
- Far Cry 3
- Assassin's Creed 3
- Call of Duty: Black Ops 2
- Medal of Honor: Warfighter
- Need for Speed: Most Wanted

I wiele innych!

Dołącz już teraz!

http://wygrajgry.pl/ref/228569
 
 
 
lolerixe 




Preferowany:
RPG Maker VX

Pomógł: 2 razy
Dołączył: 01 Mar 2011
Posty: 41
Skąd: Okolice Wrocławia
Wysłany: Nie 20 Mar, 2011 09:09
Piotro888 napisał/a:
Moge rozwiązać pierwszy: Zawsze wyświetla się w tym skrypcie czterech

Można zmienić ten skrypt bo widziałem w necie (YouTube)

Zapomniałem dodać skrypt...
~ Avatary podczas walki ~

Spoiler:

# ==============================================================================
# ~ Avatary podczas walki ~
# Data publikacji: 27.09.2009
# Autor: GameBaker [gamebaker.com]
# Poprawki: Ayene [yurika@o2.pl]
# Zapraszamy na stronę Ultima Forum - http://www.ultimateam.pl
# ==============================================================================
# Instalacja: Umieść ten skrypt nad Main w Edytorze Skryptu.
# ==============================================================================
# ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

# Skrypt pozwala na wyświetlanie avatarów podczas walki.


# --------------------------- POCZĄTEK SKRYPTU ---------------------------------
module GameBaker
# ---------------------------- POCZĄTEK EDYCJI ---------------------------------

BStatusFaceBar = true
BStatusFaceBarMod = 0

# ----------------------------- KONIEC EDYCJI ----------------------------------
end

# -----------NIE EDYTUJ PONIŻEJ, CHYBA ŻE WIESZ CO ROBISZ ^^--------------------
class Window_BattleStatus < Window_Selectable
def gamebaker_drawactorface(i)
actor = $game_party.members[i]
bitmap = Cache.face(actor.face_name)
rect = Rect.new(actor.face_index % 4 * 96,
actor.face_index / 4 * 96, 96, 96)
if self.active
self.contents.blt(i * 96, 0, bitmap, rect, 128)
else
self.contents.blt(i * 96, 0, bitmap, rect, @index == i ? 255 : 128)
end
bitmap.dispose
end

def item_rect(i)
return Rect.new(96 * i, 0, 96, 96) if self.active
return Rect.new(-1,-1,1,1)
end

def refresh
@old_index == @index
self.contents.clear
@item_max = $game_party.members.size
@column_max = @item_max
mod = 96 - (GameBaker::BStatusFaceBarMod * 2)
if GameBaker::BStatusFaceBar
bitmap = Bitmap.new(mod,42)
bitmap.fill_rect(0, 0, mod, 42, Color.new(0,0,0))

for i in 0...@item_max
gamebaker_drawactorface(i)
self.contents.blt(i * 96 + GameBaker::BStatusFaceBarMod,
58, bitmap, Rect.new(0,0,mod,42), 100)
end
bitmap.dispose
else
for i in 0...@item_max
gamebaker_drawactorface(i)
end
end
for i in 0...@item_max
draw_item(i)
end
end

alias_method :gamebaker_statusfaces_index, :index=
def index=(num)
gamebaker_statusfaces_index(num)
refresh if @old_index != @index
end

alias_method :gamebaker_statusfaces_active, :active=
def active=(num)
gamebaker_statusfaces_active(num)
refresh
end

def draw_item(index)
self.contents.font.color = normal_color
actor = $game_party.members[index]
draw_actor_state(actor, index * 96 + 12, 32, 72)
draw_actor_hp(actor, index * 96 + 10, 56, 76)
draw_actor_mp(actor, index * 96 + 10, 74, 76)
end
end

# --------------------------- KONIEC SKRYPTU -----------------------------------

 
 
 
Ayene 




Ranga RM:
4 gry

Pomogła: 232 razy
Dołączyła: 18 Wrz 2007
Posty: 2424
Wysłany: Sro 06 Kwi, 2011 19:28
lolerixe, wrzuć swój projekt na jakiś serwer, np. na www.mediafire.com i wyślij mi link na PW. Wprowadzę odpowiednie korekty... o ile się da ;-)
________________________


 
 
 
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