# Samowyświetlające się okno - przy każdym następnym awansie okno samo będzie
# się pojawiać
OKNO_UP = true # true / false
end
Points_Gained = 5 # Ilość punktów co poziom
#------------------------------------------------------------------------------
#------------------------------------------------------------------------------
class Game_Actor < Game_Battler
attr_accessor :points
alias requiem_upgwnd_initialize initialize
alias requiem_upgwnd_lvlup level_up
def initialize(actor_id)
requiem_upgwnd_initialize(actor_id)
@points = 0
end
def level_up
requiem_upgwnd_lvlup
@points += Points_Gained
# gdy awans na poziom następuje poprzez bezpośrednie dodanie exp drużynie
if Ayene::OKNO_UP == true
$scene = Scene_RequiemUpgrade.new(0,false) unless $game_temp.in_battle == true
end
end
end
# by Ayene
# okno ze statystykami wyświetla się po walce, gdy ktoś z drużyny ma awans
if Ayene::OKNO_UP == true
class Scene_Battle < Scene_Base
alias ayene_proc_vic process_victory
def process_victory
ayene_proc_vic
if $game_party.members.any? {|actor| actor.points > 0}
$scene = Scene_RequiemUpgrade.new(0,false)
else
battle_end(0)
end
end
end
end
# koniec
#------------------------------------------------------------------------------
class Requiem_UpgradeWindow < Window_Base
def initialize(actor)
super(0,65,320,320)
@actor = actor
update
end
# by Ayene
# Niewielka modyfikacja Window_Help
class Window_Help < Window_Base
def initialize (y = 0, width = 544)
super(0, y, width, WLH + 32)
end
end
# koniec
#------------------------------------------------------------------------------
class Scene_RequiemUpgrade < Scene_Base
def update
super
update_menu_background
@requiem_upgwindow.update
@requiem_upgcmdwnd.update
if Input.trigger?(Input::B)
Sound.play_cancel
if @from_menu
$scene = Scene_Menu.new(4)
else
$scene = Scene_Map.new
end
# by Ayene
# następny / poprzedni bohater
# koniec
elsif Input.trigger?(Input::C)
if @actor.points > 0
Sound.play_decision
else
Sound.play_buzzer
return
end
case @requiem_upgcmdwnd.index
when 0
@actor.points -= 1
@actor.maxhp += 10
when 1
@actor.points -= 1
@actor.maxmp += 10
when 2
@actor.points -= 1
@actor.atk += 1
when 3
@actor.points -= 1
@actor.def += 1
when 4
@actor.points -= 1
@actor.spi += 1
when 5
@actor.points -= 1
@actor.agi += 1
end
end
end
def terminate
super
dispose_menu_background
@requiem_upgwindow.dispose
@requiem_upgcmdwnd.dispose
end
end
#------------------------------------------------------------------------------
class Scene_Menu < Scene_Base
def create_command_window
s1 = Vocab::item
s2 = Vocab::skill
s3 = Vocab::equip
s4 = Vocab::status
s5 = "Poziom plus"
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
@command_window.draw_item(0, false)
@command_window.draw_item(1, false)
@command_window.draw_item(2, false)
@command_window.draw_item(3, false)
end
if $game_system.save_disabled
@command_window.draw_item(4, false)
end
end
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 < 4
Sound.play_buzzer
return
elsif $game_system.save_disabled and @command_window.index == 4
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when 0
$scene = Scene_Item.new
when 1,2,3,4
start_actor_selection
when 5
$scene = Scene_File.new(true, false, false)
when 6
$scene = Scene_End.new
end
end
end
def update_actor_selection
if Input.trigger?(Input::B)
Sound.play_cancel
end_actor_selection
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
case @command_window.index
when 1
$scene = Scene_Skill.new(@status_window.index)
when 2
$scene = Scene_Equip.new(@status_window.index)
when 3
$scene = Scene_Status.new(@status_window.index)
when 4
$scene = Scene_RequiemUpgrade.new(@status_window.index,true)
end
end
end
end
#------------------------------------------------------------------------------
class Scene_File < Scene_Base
def return_scene
if @from_title
$scene = Scene_Title.new
elsif @from_event
$scene = Scene_Map.new
else
$scene = Scene_Menu.new(5)
end
end
end
#------------------------------------------------------------------------------
class Scene_End < Scene_Base
def return_scene
$scene = Scene_Menu.new(6)
end
end
oraz chcialbym uzywac skryptu na dziennik zadan
Lecz nie dzialaja razem. Znalazlem na forum jak to zrobic ale kosztem zapisu gry a chcialbym aby zapis zostal tak samo jak inne okienka.Z gory dziekuje :)
________________________
Spoiler:
Pracuje nad "Rakrato"
Mapki: 0,3%
Skrypty: !?!?-%
Przedmioty: 0,1%
Quest: 0,3%
Pomogła: 232 razy Dołączyła: 18 Wrz 2007 Posty: 2424
Wysłany: Czw 14 Kwi, 2011 15:13
Wejdź w 'Quest Journal' i znajdź:
Kod:
MENU_ACCESS = true
zmień na:
Kod:
MENU_ACCESS = false
Wejdź w 'Requiem Upgrade' i znajdź:
Kod:
$scene = Scene_Menu.new(4)
zmień na:
Kod:
$scene = Scene_Menu.new(5)
znajdź:
Kod:
class Scene_Menu < Scene_Base
i usuń wszystko w dół o tej linijki.
Wrzuć nad main:
Spoiler:
Kod:
class Scene_Menu < Scene_Base
def create_command_window
s1 = Vocab::item
s2 = Vocab::skill
s3 = Vocab::equip
s4 = Vocab::status
s5 = 'Dziennik Misji'
s6 = 'Punkty co poziom'
s7 = Vocab::save
s8 = Vocab::game_end
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7, s8])
@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
@command_window.draw_item(4, false) # Disable quest
@command_window.draw_item(5, false) # Disable upgrade
end
if $game_system.save_disabled # If save is forbidden
@command_window.draw_item(6, false) # Disable save
end
end
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 < 6
Sound.play_buzzer
return
elsif $game_system.save_disabled and @command_window.index == 6
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when 0 # Item
$scene = Scene_Item.new
when 1,2,3,5 # Skill, equipment, status
start_actor_selection
when 4
$scene = Scene_Quest.new
when 6 # Save
$scene = Scene_File.new(true, false, false)
when 7 # End Game
$scene = Scene_End.new
end
end
end
def update_actor_selection
if Input.trigger?(Input::B)
Sound.play_cancel
end_actor_selection
elsif Input.trigger?(Input::C)
$game_party.last_actor_index = @status_window.index
Sound.play_decision
case @command_window.index
when 1 # skill
$scene = Scene_Skill.new(@status_window.index)
when 2 # equipment
$scene = Scene_Equip.new(@status_window.index)
when 3 # status
$scene = Scene_Status.new(@status_window.index)
when 5 # upgrade
$scene = Scene_RequiemUpgrade.new(@status_window.index, true)
end
end
end
end
class Scene_File < Scene_Base
def return_scene
if @from_title
$scene = Scene_Title.new
elsif @from_event
$scene = Scene_Map.new
else
$scene = Scene_Menu.new(6)
end
end
end
class Scene_End < Scene_Base
def return_scene
$scene = Scene_Menu.new(7)
end
end
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