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Poprzedni temat «» Następny temat
Zamknięty przez: Ayene
Sro 06 Kwi, 2011 19:24
Skrypt Zmiana Drużyny w menu
Autor Wiadomość
lolerixe 




Preferowany:
RPG Maker VX

Pomógł: 2 razy
Dołączył: 01 Mar 2011
Posty: 41
Skąd: Okolice Wrocławia
Wysłany: Nie 27 Mar, 2011 09:12
Skrypt Zmiana Drużyny w menu
Chodzi mi o modyfikację skryptu
---Zmiana drużyny by Prexus---
---Tłumaczenie i korekta by Ayene---


Link do tematu z skryptem

1. Skrypt ten zastępuje mi w menu inną opcję - Księga Potworów
2. Wyświetla tylko 4 bohaterów a ja korzystam z 6.

Za zmiany z góry dziękuję



Zapodaje skrypt tej księgi w razie czego.

Spoiler:


################################################################################
# Monster Album VX 4.0 #
################################################################################
# Author: El Conducter #
# Date: August/3/07 #
# Last Update: July/21/08 #
# Version: 4.0 #
# Platform: RPG Maker VX #
################################################################################
#----------------------------------------------------------------------------
# About Update: 2.0
# Alright, nearly a year after its first release I have updated this script.
# This was one of my earlier scripts, so there was a few things that could
# have been done better. I have taken care of such issues and added to it.
# It was the only script that never had an update, however it turned out to
# be one of my more popular scripts. So here is the much needed update.
#
# About Update: 3.0
# Alright, with this update my Album script will be the most comprehensive.
# bestiary I have done. Nothing is secret about your enemies now. The enemy
# attribute weaknesses are now color coded for easier readability. To make
# things easier I even used the Color Module I created for my HP Bar Script.
# It makes it easy for you to alter and add colors as you so wish. Aside
# from being able to see enemy attribute weakneses you can now also see their
# abilities, and scroll with L and R to a different monster while in the
# monster window. Rather than having all the attributes or skills crammed in
# a single window, you can now select which you would like to see from a new
# command window.
#
# About Update: 4.0
# This powerful Bestiary script has gotten even better. In addition to
# viewing enemy attributes and skills, you can now test fight the monster
# from the Album! I had to pull some clever coding tricks to make this work
# without doing something drastic or complicated, like rewriting and/or
# altering many other Classes. I proved I could pull a monster out of a hat.
# I have also added a feature that allows you to hide enemy statistics for
# certian enemies of your choosing. Perhaps Boss enemies or whatever.
#----------------------------------------------------------------------------

#----------------------------------------------------------------------------
# What it Does:
# This script basically creates a catalogue of monsters you've killed.
# You are also given a monster hunter rank based on how many
# different monsters have been defeated. The catalogue displays all
# the monsters attributes & picture, player rank, and percent of album
# completion. See above for info on updates.
#----------------------------------------------------------------------------

#----------------------------------------------------------------------------
# How it Works:
#
# Okay for version 2.0 I recreated the way a few things work, but don't worry
# the changes are for the better. I made an independant Monster_Album class
# to deal with all the album related tasks, rather than just having modded
# several other classes to share the work, like version 1.0. Because of this
# new system it gives us greater flexibility to do things. I also cleaned up
# some messy code in other classes, though there still is some that I will
# contend with in a later update.
#
# Scripts used are:
#
# Section I: Album Scene and related Windows
# - Scene_Album NOT
# - Window_Album_Right NOT
# - Window_Monster_List DONE
# - Window_Monster_Picture NOT
# - Window_Album_Command NOT
# - Window_Total DONE
#
# Section II: Extra Windows
# - Window_Base Done?
#
# Section III: Dependancies
# - Game_Troop DONE
# - Scene_Menu DONE
# - Scene_Battle DONE
#
# Section IV: Data Management
# - Scene_Title DONE
# - Scene_File DONE
#
# Section V: Modules
# - Module Color DONE
# - Module Vocab DONE
#----------------------------------------------------------------------------

#----------------------------------------------------------------------------
# How to Use This Script:
# Just copy it and paste it above Main.
#
# If you are going to use events to call the album menu, use Call Script:
# $scene = Scene_Album.new
#
# You can use an item to call the menu as well. Just make the item call a
# Common Event, and make the Common Event do the above task.
#
# You can also access the Albums hunter rank in game by using:
#
# $game_album.rank
#
# Accessing it is now a bit easier than with version 1.0. It had a dumb way
# operating. Also you now add enemies to the Album anytime in game with
# a Call Script like this:
#
# $game_album.add_enemy_killed($data_enemies[N])
#
# Where N is, put the ID of the monster you want to add.
#
# To Hide enemy stats in the album, got to Game_Album class and look for
# the @black_list array. Put the ID's of the enemies you want hidden in it.
#----------------------------------------------------------------------------

#----------------------------------------------------------------------------
# Script Conflicts and Compatability:
# This is an Advisory for those of you using multiple scripts. If you are
# using other scripts that rewrite the same classes or methods as this one,
# there may be a conflict and things will work incorrectly in unpredictable
# ways. I put all the Classes that could cause conflicts in the Utilities
# Section III.
#
# To remedy a script conflict, the pieces of the classes or methods that
# overwrite each other must be combined.
#
# Script conflicts are a major issue with many users. I get many messages
# form those having problems. Almost always it is due to script conflicts.
# Ocassionally I offer quick tips, fixes, and instructions to get them to
# work. However, as my time is limited, I can't always provide help on an
# individual basis.
#----------------------------------------------------------------------------

#----------------------------------------------------------------------------
# Comments:
# I hope my script is easy for you to use and modify. Study this
# script to learn RGSS better and become a better scriptor yourself.
#----------------------------------------------------------------------------

#==============================================================================
# Section I: Album Classes
#==============================================================================

#==============================================================================
# ** Game_Album
#------------------------------------------------------------------------------
# This class handles the Bestairy.
#==============================================================================

class Game_Album
#--------------------------------------------------------------------------
# * Constant: Add or remove enemy ID's you want to have hidden in the Album
#--------------------------------------------------------------------------
BLACK_LIST = [29, 30]
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :seen # Array of enemies seen but not killed
attr_reader :killed # Array of enemies actually killed in battle
attr_reader :rank # String to contain rank title
attr_reader :percent # Percent of Album completion
attr_reader :test_enemy_id # ID of enemy to be tested in battle
attr_reader :black_list # Array of enemy ID's to be hidden
attr_accessor :battle_test # Whether the impending fight is album related
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
# Set seen & killed variables to blank arrays for new album
@seen = []
@killed = []
for i in 1...$data_enemies.size
@killed.push(nil)
@seen.push(nil)
end
@rank = 'none'
@percent = 0
@test_enemy_id = 0
@battle_test = false
end
#--------------------------------------------------------------------------
# * add_enemy_seen
#--------------------------------------------------------------------------
def add_enemy_seen(enemy)
# Use enemy ID - 1 for correct index placement in the array
index = enemy.id - 1
# The following replaces the nil object with the enemy at the index
@seen.insert(index, enemy)
@seen.delete_at(enemy.id)
determine_rank
end
#--------------------------------------------------------------------------
# * add_enemy_killed
#--------------------------------------------------------------------------
def add_enemy_killed(enemy)
# Use enemy ID - 1 for correct index placement in the array
index = enemy.id - 1
# The following replaces the nil object with the enemy at the index
@killed.insert(index, enemy)
@killed.delete_at(enemy.id)
determine_rank
end
#--------------------------------------------------------------------------
# * Determine party's rank title for album completion
#--------------------------------------------------------------------------
def determine_rank
# First check to see if the player has seen more enemies than killed
if @seen.nitems > @killed.nitems
# Assign rank and end rank check
@rank = 'Observer'
return
end
# Get percent of enemies killed over total amount of enemies in game
# -1 to make up for nil in $data_enemies array
@percent = ((@killed.nitems * 100) / ($data_enemies.size - 1))
# Change player rank according to percent
case @percent
when 1..25 # When up to 25%
@rank = 'Adventurer'
when 26..50 # When 26% to 50%
@rank = 'Slayer'
when 51..75 # When 51% to 75%
@rank = 'Monster Hunter'
when 76..99 # When 76% to 99%
@rank = 'Beast Master'
when 100 # When 100%
@rank = 'Perfectionist'
end
end
#--------------------------------------------------------------------------
# * has_seen_enemy? Checks if enemy is included in the @seen array
#--------------------------------------------------------------------------
def has_seen_enemy?(enemy)
return @seen.include?(enemy)
end
#--------------------------------------------------------------------------
# * has_killed_enemy? Checks if enemy is included in the @killed array
#--------------------------------------------------------------------------
def has_killed_enemy?(enemy)
return @killed.include?(enemy)
end
#--------------------------------------------------------------------------
# * enemy_blacklisted? Checks if ID is included among the enemy ID's to hide
#--------------------------------------------------------------------------
def enemy_blacklisted?(enemy_id)
return BLACK_LIST.include?(enemy_id)
end
#--------------------------------------------------------------------------
# * Simple search algorithym
# Checks all the troops for the latest one that contains the given enemy ID
#--------------------------------------------------------------------------
def soul_searcher(id)
# Set ID of enemy to be 'singled out' for battle later
@test_enemy_id = id
# Look through all the $data_troops array
for i in 1...$data_troops.size
# In current troop, look through all the members for the enemy ID
for j in 0...$data_troops[i].members.size
# If the enemy ID being searched is within this troop
if $data_troops[i].members[j].enemy_id == id
# Set this variable to that troop ID to be returned & Break the search
troop = $data_troops[i]
break
end
end
end
return troop.id
end
#--------------------------------------------------------------------------
# * Initiates a combat
#--------------------------------------------------------------------------
def start_battle(id)
# Start battle with the troop results from soul searcher
$game_troop.setup(soul_searcher(id))
# if this battle is a album test fight, single out the enemy being tested
$game_troop.single_out_enemy(id)
# Set album battle test flag to true
@battle_test = true
# Play battle start SE
$game_temp.map_bgm = RPG::BGM.last
$game_temp.map_bgs = RPG::BGS.last
RPG::BGM.stop
RPG::BGS.stop
Sound.play_battle_start
$game_system.battle_bgm.play
$game_temp.next_scene = nil
$scene = Scene_Battle.new
end
end

#==============================================================================
# ** Scene_Album
#------------------------------------------------------------------------------
# This class handles the monster album windows.
#==============================================================================

class Scene_Album < Scene_Base
#--------------------------------------------------------------------------
# * Start processing
#--------------------------------------------------------------------------
def start
super
# Set up windows used in this scene
# Set window of monster names currently known
@monster_list_window = Window_Album_List.new
# Get monster currently selected in window list
@monster = @monster_list_window.monster
# Make window that shows current selected monster's stats
@monster_info_window = Window_Album_Right.new(@monster)
# Make info window of album completion
@total_window = Window_Total.new
# Make monster window
@monster_window = Window_Monster_Picture.new(@monster)
@monster_window.visible = false
# Make monster command window
@command_window = Window_Album_Command.new(['Elements', 'States',
'Abilities', 'Battle'])
@command_window.visible = false
@command_window.active = false
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
# Dispose of windows
@monster_info_window.dispose
@monster_list_window.dispose
@total_window.dispose
@monster_window.dispose
@command_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows conditionally
# If monster list window is active: call update_list
if @monster_list_window.active
update_list
return
end
# If monster command window is active: call update_command
if @command_window.visible
update_command
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when monster list window is active)
#--------------------------------------------------------------------------
def update_list
@monster_list_window.update
# Set the variable @monster equal to the currently selected monster
@monster = @monster_list_window.monster
# Set info window's monster to the selected monster
@monster_info_window.set_new_monster(@monster)
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
Sound.play_cancel
# Switch to menu screen
@monster_list_window.active = false
$scene = Scene_Menu.new(0)
return
end
# If C button was pressed
if Input.trigger?(Input::C)
if @monster != nil
# Play decision SE
Sound.play_decision
# Activate monster window
@monster_list_window.active = false
@monster_list_window.visible = false
@monster_info_window.visible = false
@total_window.visible = false
@monster_window.visible = true
@monster_window.get_new_monster(@monster)
@monster_window.draw_enemy_elementals
@command_window.visible = true
@command_window.active = true
end
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when monster command window is active)
#--------------------------------------------------------------------------
def update_command
@command_window.update
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
Sound.play_cancel
# Go back to monster list
@monster_list_window.active = true
@monster_list_window.visible = true
@monster_window.visible = false
@monster_info_window.visible = true
@total_window.visible = true
@command_window.index = 0
@command_window.active = false
@command_window.visible = false
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Branch by command window cursor position
Sound.play_decision
# Play decision SE
case @command_window.index
when 0 # Elementals
# Draw enemy elemental attributes
@monster_window.draw_enemy_elementals
when 1 # States
# Draw enemy states info
@monster_window.draw_enemy_states
when 2 # Abilities
# Draw enemy abilitites
@monster_window.draw_enemy_actions
when 3 # Battle
# Call an album test battle process
$game_album.start_battle(@monster.id)
end
return
end
# If L button was pressed
if Input.trigger?(Input::L)
prev_monster
return
end
# If R button was pressed
if Input.trigger?(Input::R)
next_monster
return
end
end
#--------------------------------------------------------------------------
# * Next enemy
#--------------------------------------------------------------------------
def next_monster
# Don't let the index go past the enemy list
unless @monster_list_window.index == $game_album.killed.size - 1
@monster_list_window.index += 1
end
# Set the variable @monster equal to the currently selected monster
@monster = @monster_list_window.monster
# Set info window's monster to the selected monster
@monster_info_window.set_new_monster(@monster)
if @monster != nil
# Play decision SE
Sound.play_decision
# Inform Monster window of new monster and redraw stats
@monster_window.get_new_monster(@monster)
@monster_window.draw_enemy_elementals
end
end
#--------------------------------------------------------------------------
# * previous enemy
#--------------------------------------------------------------------------
def prev_monster
# Don't let the index go above the enemy list
unless @monster_list_window.index == 0
@monster_list_window.index -= 1
end
# Set the variable @monster equal to the currently selected monster
@monster = @monster_list_window.monster
# Set info window's monster to the selected monster
@monster_info_window.set_new_monster(@monster)
if @monster != nil
# Play decision SE
Sound.play_decision
# Inform Monster window of new monster and redraw stats
@monster_window.get_new_monster(@monster)
@monster_window.draw_enemy_elementals
end
end
end

#==============================================================================
# ** Window_Album_List
#------------------------------------------------------------------------------
# The list of monster names.
#==============================================================================

class Window_Album_List < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 56, 214, 360)
@column_max = 1
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# * Monster Acquisition
#--------------------------------------------------------------------------
def monster
return @data[self.index]
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
#if self.contents != nil
#self.contents.dispose
#self.contents = nil
#end
@data = []
# For every enemy in the album, a address of them to @data
for i in 0...$game_album.killed.size
@data.push($game_album.killed[i])
end
@item_max = @data.size
create_contents
for i in 0...@item_max
draw_item(i)
end
end
#--------------------------------------------------------------------------
# * Draw Item
#--------------------------------------------------------------------------
def draw_item(index)
rect = item_rect(index)
self.contents.clear_rect(rect)
monster = @data[index]
rect.width -= 4
draw_monster_name(monster, rect.x, rect.y)
end
end

#==============================================================================
# ** Window_Album_Right
#------------------------------------------------------------------------------
# This window shows monster attributes.
#==============================================================================

class Window_Album_Right < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(enemy)
super(214, 56, 330, 360)
self.contents = Bitmap.new(width - 32, height - 32)
@enemy = enemy
self.opacity = 0 # Increase this if you want to see the window
refresh
end
#--------------------------------------------------------------------------
# * Set parameters for monster
#--------------------------------------------------------------------------
def set_new_monster(new_monster)
if @enemy != new_monster
@enemy = new_monster
refresh
end
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
if @enemy != nil
draw_enemy_picture(@enemy, 185, 208)
draw_enemy_exp(@enemy, 4, 50)
draw_enemy_gold(@enemy, 4, 75)
draw_enemy_name(@enemy, 2, 0, normal_color)
draw_enemy_stats(@enemy, 4, 220, $game_album.enemy_blacklisted?(@enemy.id))
end
end
end

#==============================================================================
# ** Window_Monster_Total 544×416
#------------------------------------------------------------------------------
# Shows album completion.
#==============================================================================

class Window_Total < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 544, 56)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.font.color = system_color
self.contents.draw_text(4, 0, 200, 32, "Bestiary Completion :")
self.contents.draw_text(370, 0, 200, 32, "Rank :")
self.contents.font.color = normal_color
self.contents.draw_text(200, 0, 200, 32, $game_album.killed.nitems.to_s + ' / ')
self.contents.draw_text(240, 0, 200, 32, ($data_enemies.size - 1).to_s + " : ")
self.contents.draw_text(295, 0, 200, 32, $game_album.percent.to_s + "%")
self.contents.draw_text(430, 0, 200, 32, $game_album.rank)
end
end

#==============================================================================
# ** Window_Monster_Picture
#------------------------------------------------------------------------------
# This window shows a bigger picture of the monster with name.
#==============================================================================

class Window_Monster_Picture < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(enemy)
super(0, 0, 544, 370)
self.contents = Bitmap.new(width - 32, height - 32)
@enemy = enemy
refresh
end
#--------------------------------------------------------------------------
# * Set parameters for monster
#--------------------------------------------------------------------------
def get_new_monster(new_monster)
if @enemy != new_monster
@enemy = new_monster
end
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
if @enemy != nil
draw_enemy_picture2(@enemy)
draw_enemy_name(@enemy, 4, 4, system_color)
end
end
#--------------------------------------------------------------------------
# * Draws enemy's elementals chart
#--------------------------------------------------------------------------
def draw_enemy_elementals
refresh
x = 4
y = 4
# Change color and font size
self.contents.font.color = system_color
#self.contents.font.size = 20
# Draw text
#self.contents.draw_text(x, y + 32, 100, 22, "Elements:")
self.contents.font.size = 18
self.contents.draw_text(x, y + 25, 50, 22, "Absorb:")
self.contents.draw_text(x + 75, y + 25, 50, 22, "Strong:")
self.contents.draw_text(x + 150, y + 25, 50, 22, "Weak:")
self.contents.draw_text(x + 225, y + 25, 50, 22, "Poor:")
# Change color and font size
self.contents.font.color = normal_color
self.contents.font.size = 16
# unless the enemy info is hidden
unless $game_album.enemy_blacklisted?(@enemy.id)
# Draw the attributes names in position determined by attribute strength
for i in 1...@enemy.element_ranks.xsize
if @enemy.element_ranks[i] == 6
self.contents.font.color = Colors::GREEN
self.contents.draw_text(x, 16 * i + 34, 120, 16, $data_system.elements[i])
end
if @enemy.element_ranks[i] == 5
self.contents.font.color = Colors::INDIGO
self.contents.draw_text(x + 75, 16 * i + 34, 120, 16, $data_system.elements[i])
end
if @enemy.element_ranks[i] == 2
self.contents.font.color = Colors::ORANGE
self.contents.draw_text(x + 150, 16 * i + 34, 120, 16, $data_system.elements[i])
end
if @enemy.element_ranks[i] == 1
self.contents.font.color = Colors::RED
self.contents.draw_text(x + 225, 16 * i + 34, 120, 16, $data_system.elements[i])
end
end
end
end
#--------------------------------------------------------------------------
# * Draws enemy's States chart
#--------------------------------------------------------------------------
def draw_enemy_states
refresh
x = 4#300
y = 4
# Change color and font size
self.contents.font.color = system_color
#self.contents.font.size = 18
# Draw text
#self.contents.draw_text(x, y + 25, 100, 22, "States:")
self.contents.font.size = 18
self.contents.draw_text(x, y + 25, 50, 22, "Null:")
self.contents.draw_text(x + 75, y + 25, 50, 22, "Strong:")
self.contents.draw_text(x + 150, y + 25, 50, 22, "Weak:")
self.contents.draw_text(x + 225, y + 25, 50, 22, "Poor:")
# Change color and font size
self.contents.font.color = normal_color
self.contents.font.size = 16
# unless the enemy info is hidden
unless $game_album.enemy_blacklisted?(@enemy.id)
# Draw the state names in position determined by attribute strength
for i in 1...@enemy.state_ranks.xsize
if @enemy.state_ranks[i] == 6
self.contents.font.color = Colors::BLACK
self.contents.draw_text(x, 16 * i + 34, 75, 16, $data_states[i].name)
end
if @enemy.state_ranks[i] == 5
self.contents.font.color = Colors::VIOLET
self.contents.draw_text(x + 75, 16 * i + 34, 75, 16, $data_states[i].name)
end
if @enemy.state_ranks[i] == 2
self.contents.font.color = Colors::YELLOW
self.contents.draw_text(x + 150, 16 * i + 34, 75, 16, $data_states[i].name)
end
if @enemy.state_ranks[i] == 1
self.contents.font.color = Colors::RED
self.contents.draw_text(x + 225, 16 * i + 34, 75, 16, $data_states[i].name)
end
end
end
end
#--------------------------------------------------------------------------
# * Draws enemy's States chart
#--------------------------------------------------------------------------
def draw_enemy_actions
refresh
x = 4
y = 4
# Change color and font size
self.contents.font.color = system_color
self.contents.font.size = 20
# Draw text
self.contents.draw_text(x, y + 32, 100, 22, "Actions:")
# Change color and font size
self.contents.font.color = normal_color
# unless the enemy info is hidden
unless $game_album.enemy_blacklisted?(@enemy.id)
# Draw the names of the actions the enemy can perform
for i in 0...@enemy.actions.size
# If the action is not a skill
if @enemy.actions[i].kind == 0
# Draw text that corresponds to action basic type
case @enemy.actions[i].basic
when 0
self.contents.draw_text(x, 24 * i + 76, 200, 24, 'Attack')
when 1
self.contents.draw_text(x, 24 * i + 76, 200, 24, 'Defend')
when 2
self.contents.draw_text(x, 24 * i + 76, 200, 24, 'Escape')
when 3
self.contents.draw_text(x, 24 * i + 76, 200, 24, 'Do Nothing')
end
# Other wise if actions is a skill, draw the name of the skill
elsif @enemy.actions[i].kind = 1
ability = $data_skills[@enemy.actions[i].skill_id].name
self.contents.draw_text(x, 24 * i + 76, 200, 24, ability)
end
end
end
end
end

#==============================================================================
# ** Window_Album_Command
#==============================================================================

class Window_Album_Command < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# width : window width
# commands : command text string array
#--------------------------------------------------------------------------
def initialize(commands)
super(0, 360, 544, 56)
@item_max = commands.size
@commands = commands
@column_max = 4
self.contents = Bitmap.new(width - 32, height - 32)
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
end
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
x = 4 + index * 136
self.contents.draw_text(x, 0, 160, 32, @commands[index])
end
#--------------------------------------------------------------------------
# * Disable Item
# index : item number
#--------------------------------------------------------------------------
def disable_item(index)
draw_item(index, disabled_color)
end
end

#==============================================================================
# Section II: Dependancy WIndows
#==============================================================================

#==============================================================================
# ** Window_Base
#==============================================================================

class Window_Base < Window
#
def draw_monster_name(monster, x, y, enabled = true)
self.contents.font.color = normal_color
if monster == nil
self.contents.draw_text(x+50, y, 204, 32, '????????', 0)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 204, 32, '???', 0)
else
self.contents.draw_text(x+50, y, 204, 32, monster.name, 0)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 204, 32, sprintf("%03d", monster.id.to_s), 0)
end
end
#--------------------------------------------------------------------------
# * Draws enemy's picture
#--------------------------------------------------------------------------
def draw_enemy_picture(enemy, x, y)
bitmap = Cache.battler(enemy.battler_name, enemy.battler_hue)
x2 = bitmap.width
y2 = bitmap.height
x3 = x2 / 2
y3 = y2 - 120
src_rect = Rect.new(0, 0, x2, y2)
# If enemy height is greater than 220, draw the picture lower on the screen
if bitmap.height > 220
self.contents.blt(x - x3, y - y3, bitmap, src_rect)
else
self.contents.blt(x - x3, y - y2, bitmap, src_rect)
end
end
#--------------------------------------------------------------------------
# * Draws enemy's large picture
#--------------------------------------------------------------------------
def draw_enemy_picture2(enemy)
bitmap = Cache.battler(enemy.battler_name, enemy.battler_hue)
x2 = bitmap.width
y2 = bitmap.height
x3 = 398 - bitmap.width
y3 = 398 - bitmap.height
src_rect = Rect.new(0, 0, x2, y2)
if x3 <= y3
new_rect = Rect.new(160, 10, x2 + x3, y2 + x3)
else
new_rect = Rect.new(160, 10, x2 + y3, y2 + y3)
end
self.contents.stretch_blt(new_rect, bitmap, src_rect, 100)
end
#--------------------------------------------------------------------------
# * Draws enemy's name
#--------------------------------------------------------------------------
def draw_enemy_name(enemy, x, y, color)
self.contents.font.color = color
self.contents.font.size = 24
self.contents.draw_text(x, y, 400, 32, enemy.name)
end
#--------------------------------------------------------------------------
# * Draws enemy's gold
#--------------------------------------------------------------------------
def draw_enemy_gold(enemy, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 100, 32, "$")
self.contents.font.color = normal_color
self.contents.draw_text(x + 24, y, 84, 32, enemy.gold.to_s, 2)
end
#--------------------------------------------------------------------------
# * Draws enemy's exp
#--------------------------------------------------------------------------
def draw_enemy_exp(enemy, x, y)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, "EXP")
self.contents.font.color = normal_color
self.contents.draw_text(x + 24, y, 84, 32, enemy.exp.to_s, 2)
end
#--------------------------------------------------------------------------
# * Draws enemy's statistics
#--------------------------------------------------------------------------
def draw_enemy_stats(enemy, x, y, hidden)
# Change color
self.contents.font.color = system_color
# Draw text
self.contents.draw_text(x, y, 32, 32, "HP")
self.contents.draw_text(x + 150, y, 32, 32, "SP")
self.contents.draw_text(x, y + 26, 32, 32, "Atk")
self.contents.draw_text(x + 150, y + 26, 32, 32, "Str")
self.contents.draw_text(x, y + 52, 60, 32, "Def")
self.contents.draw_text(x + 150, y + 52, 32, 32, "Mdf")
self.contents.draw_text(x, y + 78, 32, 32, "Dex")
self.contents.draw_text(x + 150, y + 78, 32, 32, "Int")
self.contents.draw_text(x, y + 104, 32, 32, "Agi")
self.contents.draw_text(x + 150, y + 104, 32, 32, "Eva")
self.contents.draw_text(x, y - 120, 125, 32, "Items Dropped :")
#self.contents.draw_text(x, y - 65, 100, 32, "Drop Rate :")
# Change color
self.contents.font.color = normal_color
# Draw stats, draw ?'s if enemy is hidden
if hidden
self.contents.draw_text(x + 40, y, 84, 32, '???', 2)
self.contents.draw_text(x + 190, y, 84, 32, '???', 2)
self.contents.draw_text(x + 40, y + 26, 84, 32, '???', 2)
self.contents.draw_text(x + 190, y + 26, 84, 32, '???', 2)
self.contents.draw_text(x + 40, y + 52, 84, 32, '???', 2)
self.contents.draw_text(x + 190, y + 52, 84, 32, '???', 2)
self.contents.draw_text(x + 40, y + 78, 84, 32, '???', 2)
self.contents.draw_text(x + 190, y + 78, 84, 32, '???', 2)
else
self.contents.draw_text(x + 40, y, 84, 32, enemy.maxhp.to_s, 2)
self.contents.draw_text(x + 190, y, 84, 32, enemy.maxmp.to_s, 2)
self.contents.draw_text(x + 40, y + 26, 84, 32, enemy.atk.to_s, 2)
self.contents.draw_text(x + 190, y + 26, 84, 32, enemy.def.to_s, 2)
self.contents.draw_text(x + 40, y + 52, 84, 32, enemy.hit.to_s, 2)
self.contents.draw_text(x + 190, y + 52, 84, 32, enemy.spi.to_s, 2)
self.contents.draw_text(x + 40, y + 78, 84, 32, enemy.agi.to_s, 2)
self.contents.draw_text(x + 190, y + 78, 84, 32, enemy.eva.to_s, 2)
end
# If enemy has an item, draw its name and icon
if enemy.drop_item1.kind == 1
draw_item_name($data_items[enemy.drop_item1.item_id], x, y - 85)
end
# If enemy has a weapon, draw its name and icon
if enemy.drop_item1.kind == 2
draw_item_name($data_weapons[enemy.drop_item1.weapon_id], x, y - 85)
#self.contents.draw_text(x + 95, y - 75, 50, 32, enemy.drop_item1.denominator.to_s + "%", 2)
end
# If enemy has a piece armor, draw its name and icon
if enemy.drop_item1.kind == 3
draw_item_name($data_armors[enemy.drop_item1.armor_id], x, y - 85)
end

# If enemy has an item, draw its name and icon
if enemy.drop_item2.kind == 1
draw_item_name($data_items[enemy.drop_item2.item_id], x, y - 50)
end
# If enemy has a weapon, draw its name and icon
if enemy.drop_item2.kind == 2
draw_item_name($data_weapons[enemy.drop_item2.weapon_id], x, y - 50)
end
# If enemy has a piece armor, draw its name and icon
if enemy.drop_item2.kind == 3
draw_item_name($data_armors[enemy.drop_item2.armor_id], x, y - 50)
end
end
end

#==============================================================================
# Section III: Dependancy Classes
#==============================================================================

#==============================================================================
# ** Game_Troop
#==============================================================================

class Game_Troop
#--------------------------------------------------------------------------
# * enemy single out algorithym
# Filters out a single enemy of the specified ID
#--------------------------------------------------------------------------
def single_out_enemy(id)
# Set variable to false.
# Later this will be set to true when the first enemy ID is found
has_been_singled = false
# Sort out array yo make it easlier to search
@enemies.sort! {|a, z| a.id <=> z.id}
# Reverse the sorted array if first index is greater than ID to be searched
if @enemies[0].id > id
@enemies.reverse!
end
# Scroll through all the enemies in the array and check the following
for each in @enemies
# Do the next check if the current enemy isn't hidden or dead
unless each.hidden or each.dead?
# Find one enemy of the specified ID, and get rid of the rest
if each.enemy.id != id or (each.enemy.id == id and has_been_singled)
each.escape
else
has_been_singled = true
end
end
end
end
#--------------------------------------------------------------------------
# * Adds defeated enemies to the Album
#--------------------------------------------------------------------------
def process_album_enemies
for each in dead_members
# If the bestairy doesn't already have this monster, then add it
if !$game_album.killed.include?(each.enemy)
$game_album.add_enemy_killed(each.enemy)
end
end
end
end

#==============================================================================
# ** Scene_Battle
#==============================================================================

class Scene_Battle
#--------------------------------------------------------------------------
# * Escape Processing
#--------------------------------------------------------------------------
def process_escape
@info_viewport.visible = false
@message_window.visible = true
text = sprintf(Vocab::EscapeStart, $game_party.name)
$game_message.texts.push(text)
if $game_troop.preemptive
success = true
else
success = (rand(100) < @escape_ratio)
end
Sound.play_escape
if success
wait_for_message
# Call method that collects monsters and sends them to the album
$game_troop.process_album_enemies
battle_end(1)
else
@escape_ratio += 10
$game_message.texts.push('\.' + Vocab::EscapeFailure)
wait_for_message
$game_party.clear_actions
start_main
end
end
#--------------------------------------------------------------------------
# * Victory Processing
#--------------------------------------------------------------------------
def process_victory
@info_viewport.visible = false
@message_window.visible = true
RPG::BGM.stop
$game_system.battle_end_me.play
unless $BTEST
$game_temp.map_bgm.play
$game_temp.map_bgs.play
end
# Call method that collects monsters and sends them to the album
$game_troop.process_album_enemies
if $game_album.battle_test
$game_album.battle_test = false
else
display_exp_and_gold
display_drop_items
display_level_up
end
battle_end(0)
end
end

#==============================================================================
# ** Scene_Menu
#==============================================================================

class Scene_Menu
#--------------------------------------------------------------------------
# * Create Command Window
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::item
s2 = Vocab::skill
s3 = Vocab::equip
s4 = Vocab::status
s5 = Vocab::album
s6 = Vocab::save
s7 = Vocab::game_end
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
@command_window.index = @menu_index
if $game_party.members.size == 0 # If number of party members is 0
@command_window.draw_item(0, false) # Disable item
@command_window.draw_item(1, false) # Disable skill
@command_window.draw_item(2, false) # Disable equipment
@command_window.draw_item(3, false) # Disable status
end
if $game_system.save_disabled # If save is forbidden
@command_window.draw_item(5, false) # Disable save
end
end
#--------------------------------------------------------------------------
# * Update Command Selection
#--------------------------------------------------------------------------
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 # Item
$scene = Scene_Item.new
when 1,2,3 # Skill, equipment, status
start_actor_selection
when 4 # Album
$scene = Scene_Album.new
when 5 # Save
$scene = Scene_File.new(true, false, false)
when 6 # End Game
$scene = Scene_End.new
end
end
end
end


#==============================================================================
# Section IV: Data_Management
#------------------------------------------------------------------------------
# This bundle of code is just the Scene Title, Save and Load classes with some
# modified methods to handle, store, and retrieve the Bestairy data
#==============================================================================

#==============================================================================
# ** Scene_Title
#==============================================================================

class Scene_Title
#--------------------------------------------------------------------------
# * Create Game Objects
#--------------------------------------------------------------------------
def create_game_objects
$game_temp = Game_Temp.new
$game_message = Game_Message.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
# Added code. Creates a new Album for new game
$game_album = Game_Album.new
end
end

#==============================================================================
# ** Scene_Save
#==============================================================================

class Scene_File
#--------------------------------------------------------------------------
# * Write Save Data
# file : write file object (opened)
#--------------------------------------------------------------------------
def write_save_data(file)
characters = []
for actor in $game_party.members
characters.push([actor.character_name, actor.character_index])
end
$game_system.save_count += 1
$game_system.version_id = $data_system.version_id
@last_bgm = RPG::BGM::last
@last_bgs = RPG::BGS::last
Marshal.dump(characters, file)
Marshal.dump(Graphics.frame_count, file)
Marshal.dump(@last_bgm, file)
Marshal.dump(@last_bgs, file)
Marshal.dump($game_system, file)
Marshal.dump($game_message, file)
Marshal.dump($game_switches, file)
Marshal.dump($game_variables, file)
Marshal.dump($game_self_switches, file)
Marshal.dump($game_actors, file)
Marshal.dump($game_party, file)
Marshal.dump($game_troop, file)
Marshal.dump($game_map, file)
Marshal.dump($game_player, file)
# Added code. Stores the Album data on save command
Marshal.dump($game_album, file)
end
#--------------------------------------------------------------------------
# * Read Save Data
# file : file object for reading (opened)
#--------------------------------------------------------------------------
def read_save_data(file)
characters = Marshal.load(file)
Graphics.frame_count = Marshal.load(file)
@last_bgm = Marshal.load(file)
@last_bgs = Marshal.load(file)
$game_system = Marshal.load(file)
$game_message = Marshal.load(file)
$game_switches = Marshal.load(file)
$game_variables = Marshal.load(file)
$game_self_switches = Marshal.load(file)
$game_actors = Marshal.load(file)
$game_party = Marshal.load(file)
$game_troop = Marshal.load(file)
$game_map = Marshal.load(file)
$game_player = Marshal.load(file)
# Added code. Retrieves the Album data on load command
$game_album = Marshal.load(file)
if $game_system.version_id != $data_system.version_id
$game_map.setup($game_map.map_id)
$game_player.center($game_player.x, $game_player.y)
end
end
end

#==============================================================================
# ** Section V: Modules
#==============================================================================

#==============================================================================
# ** Module Colors
#------------------------------------------------------------------------------
# Contains various defined colors for use in projects.
#==============================================================================

module Colors
# CONSTANTS

GREEN = Color.new(50, 200, 50, 255)
RED = Color.new(200, 50, 50, 255)
YELLOW = Color.new(200, 200, 0, 255)
ORANGE = Color.new(220, 150, 0, 255)
INDIGO = Color.new(50, 50, 200, 110)
VIOLET = Color.new(120, 50, 180, 110)
BLACK = Color.new(0, 0, 0, 255)
end

#==============================================================================
# ** Vocab
#------------------------------------------------------------------------------
# This module defines terms and messages. It defines some data as constant
# variables. Terms in the database are obtained from $data_system.
#==============================================================================

module Vocab
# Monster Album
def self.album
return 'Album'
end
end



Inne skrypty w moim projekcie.

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
DerVVulf_BattleBack
Random Battle-BGM 1.02
Random Battle-Redyugi's Level Up Effects


;-(
________________________
------STAN PROJEKTU-------
Skrypty - 85%
Fabuła - 60%
Mapy - 10 %
Muzyka i Dźwięki - 100%
Baza Danych - 65% (około 800 z 1200 itemków)



Kliknij i zobacz
 
 
 
Ayene 




Ranga RM:
4 gry

Pomogła: 232 razy
Dołączyła: 18 Wrz 2007
Posty: 2424
Wysłany: Pon 28 Mar, 2011 08:02
A po co Tobie skrypt 'Zmiany drużyny by Prexus' skoro masz 'KGC LargeParty'? Skrypt KGC jest lepszy i można w konfiguracji ustawić ilość osób z drużynie.
Kod:
MAX_BATTLE_MEMBERS
________________________


 
 
 
lolerixe 




Preferowany:
RPG Maker VX

Pomógł: 2 razy
Dołączył: 01 Mar 2011
Posty: 41
Skąd: Okolice Wrocławia
Wysłany: Pon 28 Mar, 2011 18:58
Masz rację....
Wywaliłem ten skrypt księgi potworów i mam opcję party...
________________________
------STAN PROJEKTU-------
Skrypty - 85%
Fabuła - 60%
Mapy - 10 %
Muzyka i Dźwięki - 100%
Baza Danych - 65% (około 800 z 1200 itemków)



Kliknij i zobacz
 
 
 
CrasheR 




Pomógł: 123 razy
Dołączył: 20 Gru 2010
Posty: 609
Skąd: Nibelheim
Wysłany: Pon 28 Mar, 2011 19:49
lolerixe, Możesz dodać bestiariusz. TEn, który znajduję się na ultimie. On nie zastępuje żadnej funkcji:P
________________________



 
 
 
lolerixe 




Preferowany:
RPG Maker VX

Pomógł: 2 razy
Dołączył: 01 Mar 2011
Posty: 41
Skąd: Okolice Wrocławia
Wysłany: Pon 28 Mar, 2011 21:10
Jak mówisz o tym
http://www.ultimateam.pl/...der=asc&start=0

to wywala mi błąd w 90 linijce kodu.
----------------------------------------------------------------------
90 @monbook ||= Array.new($data_enemies.size) {false}
----------------------------------------------------------------------


====
________________________
------STAN PROJEKTU-------
Skrypty - 85%
Fabuła - 60%
Mapy - 10 %
Muzyka i Dźwięki - 100%
Baza Danych - 65% (około 800 z 1200 itemków)



Kliknij i zobacz
 
 
 
CrasheR 




Pomógł: 123 razy
Dołączył: 20 Gru 2010
Posty: 609
Skąd: Nibelheim
Wysłany: Pon 28 Mar, 2011 21:46
Dziwne mi wszystko hula, aż miło.
________________________



 
 
 
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