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Zamknięty przez: Ayene
Wto 21 Cze, 2011 10:49
Skrypt na battlersa postaci w menu
Autor Wiadomość
matiusz 



Dołączył: 27 Kwi 2011
Posty: 6
Wysłany: Sro 18 Maj, 2011 20:24
Skrypt na battlersa postaci w menu
Proszę o skrypt, który pokazywałby obok face'a battlera postaci w menu jako tło albo pod tekstem.
mam skrypty:
Spoiler:

#==============================================================================
# ** HUD
#------------------------------------------------------------------------------
# By Marlos Gama
#------------------------------------------------------------------------------

class Hud < Sprite#Window_Base
def initialize
super()#(0-7,-1-23,185-5,108-10)
self.bitmap = bitmap = Bitmap.new(185-5,108-10)#self.contents = Bitmap.new(width - 32, height - 32)
#self.windowskin = RPG::Cache.windowskin("Blank")
self.x = +5+4#0-7
self.y = -5-3#-1-23
self.z = 999
refresh
end

def refresh
self.bitmap.clear
self.bitmap.font.shadow = false
self.bitmap.font.size = 14
self.bitmap.font.name = "Arial"
# Base HP
@actor = $game_party.members[0]
hud3 = Cache.picture("base2j")
hud1 = hud3.width
hud2 = hud3.height
hud4 = Rect.new(0,0,hud1,hud2)
self.bitmap.blt(19+2,15,hud3,hud4)
# Base MP
hudd3 = Cache.picture("base2j")
hudd1 = hudd3.width
hudd2 = hudd3.height
hudd4 = Rect.new(0,0,hudd1,hudd2)
self.bitmap.blt(19+2,32,hudd3,hudd4)
#Base Exp
huddd3 = Cache.picture("base2j")
huddd1 = huddd3.width
huddd2 = huddd3.height
huddd4 = Rect.new(0,0,huddd1,huddd2)
self.bitmap.blt(19+2,49,huddd3,huddd4)
# Hp
self.bitmap.font.color = Color.new(0,0,0)
self.bitmap.draw_text(0+1, 5+3, 32, 32, "HP")
self.bitmap.font.color = Color.new(255,255,255)
self.bitmap.draw_text(0, 5+2, 32, 32, "HP")
hpbar = Cache.picture("hp2g")
hpbarwidth = hpbar.width * @actor.hp / @actor.maxhp
hpbarheight = hpbar.height
hpbar_rect = Rect.new(0,0,hpbarwidth,hpbarheight)
self.bitmap.blt(19+2,15,hpbar,hpbar_rect)
# Valor HP
self.bitmap.font.color = Color.new(0,0,0)
hprect = Rect.new(4+1+5+4-15, 5+3+1, self.bitmap.width - 8, 32)
self.bitmap.draw_text(hprect, "#{@actor.hp}/#{@actor.maxhp}", 1)
self.bitmap.font.color = Color.new(255,255,255)
hprect2 = Rect.new(4+5+4-15, 5+3, self.bitmap.width - 8, 32)
self.bitmap.draw_text(hprect2, "#{@actor.hp}/#{@actor.maxhp}", 1)
# Sp
self.bitmap.font.color = Color.new(0,0,0)
self.bitmap.draw_text(0+1, 22+3, 32+4, 32, "MP")
self.bitmap.font.color = Color.new(255,255,255)
self.bitmap.draw_text(0, 22+2, 32+4, 32, "MP")
mpbar = Cache.picture("mp2e")
mpbarwidth = mpbar.width * @actor.mp / @actor.maxmp
mpbarheight = mpbar.height
mpbar_rect = Rect.new(0,0,mpbarwidth,mpbarheight)
self.bitmap.blt(19+2,32,mpbar,mpbar_rect)
# Valor SP
self.bitmap.font.color = Color.new(0,0,0)
sprect = Rect.new(4+1+5+4-15, 22+3+1, self.bitmap.width - 8, 32)
self.bitmap.draw_text(sprect, "#{@actor.mp}/#{@actor.maxmp}", 1)
self.bitmap.font.color = Color.new(255,255,255)
sprect2 = Rect.new(4+5+4-15, 22+3, self.bitmap.width - 8, 32)
self.bitmap.draw_text(sprect2, "#{@actor.mp}/#{@actor.maxmp}", 1)
# Exp
self.bitmap.font.color = Color.new(0,0,0)
self.bitmap.draw_text(0+1, 22+17+3, 32+10, 32, "Exp")
self.bitmap.font.color = Color.new(255,255,255)
self.bitmap.draw_text(0, 22+17+2, 32+10, 32, "Exp")
if $game_party.members[0].level != 99
xpbar = Cache.picture("xp2")
xpbarwidth = xpbar.width * @actor.now_exp / @actor.next_exp
xpbarheight = xpbar.height
xpbar_rect = Rect.new(0,0,xpbarwidth,xpbarheight)
self.bitmap.blt(19+2,49,xpbar,xpbar_rect)
end
# Valor Exp
self.bitmap.font.color = Color.new(0,0,0)
exprect = Rect.new(4+1+5+4-15, 22+17+4-1, self.bitmap.width - 8, 32)
self.bitmap.draw_text(exprect, "#{@actor.now_exp}/#{@actor.next_exp}", 1)
self.bitmap.font.color = Color.new(255,255,255)
exprect2 = Rect.new(4+5+4-15, 22+17+3-1, self.bitmap.width - 8, 32)
self.bitmap.draw_text(exprect2, "#{@actor.now_exp}/#{@actor.next_exp}", 1)
end

end


class Scene_Map
alias hud_main main
def main
@Hud = Hud.new
hud_main
@Hud.dispose
end
alias hud_update update
def update
hud_update
#if $andando == true
#@Hud.refresh if Graphics.frame_count % 80 == 0
#else
@Hud.refresh if Graphics.frame_count % 30 == 0
#end
end
end


class Game_Actor < Game_Battler
def now_exp
return @exp - @exp_list[@level]
end
def next_exp
return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end


Spoiler:

#---------------------
# Personal Save Files
# By: Polraudio
# Credits: Polraudio, RPG Advocate, Cybersam
# Version: 1.0
#---------------------
=begin
#----------------------------------------------------
Features:
- Allows you to have up to Unlimited save files
- You can have a name for your save files

Instructions:
Place above main

Contact:
If you have any questions or comments you can find me
at www.rmxpunlimited.net(Best Method)

Or email me polraudio@gmail.com
=end
class Scene_File < Scene_Base
def initialize(saving, from_title, from_event)
@saving = saving
@from_title = from_title
@from_event = from_event
end
def start
super
create_menu_background
@help_window = Window_Help.new
create_savefile_windows
if @saving
@index = $game_temp.last_file_index
@help_window.set_text(Vocab::SaveMessage)
else
@index = self.latest_file_index
@help_window.set_text(Vocab::LoadMessage)
end
@savefile_windows[@index].selected = true
end
def terminate
super
dispose_menu_background
@help_window.dispose
dispose_item_windows
end
def return_scene
if @from_title
$scene = Scene_Title.new
elsif @from_event
$scene = Scene_Map.new
else
$scene = Scene_Menu.new(4)
end
end
def update
super
update_menu_background
@help_window.update
update_savefile_windows
update_savefile_selection
end
def create_savefile_windows
@savefile_windows = []
for i in 0..3
@savefile_windows.push(Window_SaveFile.new(i, make_filename(i)))
end
@item_max = 4
end
def dispose_item_windows
for window in @savefile_windows
window.dispose
end
end
def update_savefile_windows
for window in @savefile_windows
window.update
end
end
def update_savefile_selection
if Input.trigger?(Input::C)
determine_savefile
elsif Input.trigger?(Input::B)
Sound.play_cancel
return_scene
else
last_index = @index
if Input.repeat?(Input::DOWN)
cursor_down(Input.trigger?(Input::DOWN))
end
if Input.repeat?(Input::UP)
cursor_up(Input.trigger?(Input::UP))
end
if @index != last_index
Sound.play_cursor
@savefile_windows[last_index].selected = false
@savefile_windows[@index].selected = true
end
end
end
def determine_savefile
if @saving
Sound.play_save
do_save
else
if @savefile_windows[@index].file_exist
Sound.play_load
do_load
else
Sound.play_buzzer
return
end
end
$game_temp.last_file_index = @index
end
def cursor_down(wrap)
if @index < @item_max - 1 or wrap
@index = (@index + 1) % @item_max
end
end
def cursor_up(wrap)
if @index > 0 or wrap
@index = (@index - 1 + @item_max) % @item_max
end
end
def make_filename(file_index)
return "Save#{file_index + 1}." + $savename
end
def latest_file_index
index = 0
latest_time = Time.at(0)
for i in 0...@savefile_windows.size
if @savefile_windows[i].time_stamp > latest_time
latest_time = @savefile_windows[i].time_stamp
index = i
end
end
return index
end
def do_save
file = File.open(@savefile_windows[@index].filename, "wb")
write_save_data(file)
file.close
return_scene
end
def do_load
file = File.open(@savefile_windows[@index].filename, "rb")
read_save_data(file)
file.close
$scene = Scene_Map.new
RPG::BGM.fade(1500)
Graphics.fadeout(60)
Graphics.wait(40)
@last_bgm.play
@last_bgs.play
end
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)
end
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)
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
class Scene_Title < Scene_Base
def main
if $BTEST
battle_test
else
super
end
end
def start
super
load_database
create_game_objects
check_continue
create_title_graphic
create_command_window
play_title_music
end
def perform_transition
Graphics.transition(20)
end
def post_start
super
open_command_window
end
def pre_terminate
super
close_command_window
end
def terminate
super
dispose_command_window
snapshot_for_background
dispose_title_graphic
end
def update
super
@command_window.update
if Input.trigger?(Input::C)
case @command_window.index
when 0 #New game
command_new_game
when 1 # Continue
command_continue
when 2 # Shutdown
command_shutdown
end
end
end
def load_database
$data_actors = load_data("Data/Actors.rvdata")
$data_classes = load_data("Data/Classes.rvdata")
$data_skills = load_data("Data/Skills.rvdata")
$data_items = load_data("Data/Items.rvdata")
$data_weapons = load_data("Data/Weapons.rvdata")
$data_armors = load_data("Data/Armors.rvdata")
$data_enemies = load_data("Data/Enemies.rvdata")
$data_troops = load_data("Data/Troops.rvdata")
$data_states = load_data("Data/States.rvdata")
$data_animations = load_data("Data/Animations.rvdata")
$data_common_events = load_data("Data/CommonEvents.rvdata")
$data_system = load_data("Data/System.rvdata")
$data_areas = load_data("Data/Areas.rvdata")
end
def load_bt_database
$data_actors = load_data("Data/BT_Actors.rvdata")
$data_classes = load_data("Data/BT_Classes.rvdata")
$data_skills = load_data("Data/BT_Skills.rvdata")
$data_items = load_data("Data/BT_Items.rvdata")
$data_weapons = load_data("Data/BT_Weapons.rvdata")
$data_armors = load_data("Data/BT_Armors.rvdata")
$data_enemies = load_data("Data/BT_Enemies.rvdata")
$data_troops = load_data("Data/BT_Troops.rvdata")
$data_states = load_data("Data/BT_States.rvdata")
$data_animations = load_data("Data/BT_Animations.rvdata")
$data_common_events = load_data("Data/BT_CommonEvents.rvdata")
$data_system = load_data("Data/BT_System.rvdata")
end
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
end
def check_continue
@continue_enabled = (Dir.glob('Save*.rvdata').size > 0)
end
def create_title_graphic
@sprite = Sprite.new
@sprite.bitmap = Cache.system("Title")
end
def dispose_title_graphic
@sprite.bitmap.dispose
@sprite.dispose
end
def create_command_window
s1 = Vocab::new_game
s2 = Vocab::continue
s3 = Vocab::shutdown
@command_window = Window_Command.new(172, [s1, s2, s3])
@command_window.x = (544 - @command_window.width) / 2
@command_window.y = 288
@command_window.openness = 0
@command_window.open
end
def dispose_command_window
@command_window.dispose
end
def open_command_window
@command_window.open
begin
@command_window.update
Graphics.update
end until @command_window.openness == 255
end
def close_command_window
@command_window.close
begin
@command_window.update
Graphics.update
end until @command_window.openness == 0
end
def play_title_music
$data_system.title_bgm.play
RPG::BGS.stop
RPG::ME.stop
end
def confirm_player_location
if $data_system.start_map_id == 0
print "Player start location not set."
exit
end
end
def command_new_game
data = []
top_text = "Please make a save name"
text = ""
font = "Arial"
max = 9
size = 24
$savename = Text_input.new(top_text, text, font, max, size).text
confirm_player_location
Sound.play_decision
$game_party.setup_starting_members
$game_map.setup($data_system.start_map_id)
$game_player.moveto($data_system.start_x, $data_system.start_y)
$game_player.refresh
$scene = Scene_Map.new
RPG::BGM.fade(1500)
close_command_window
Graphics.fadeout(60)
Graphics.wait(40)
Graphics.frame_count = 0
RPG::BGM.stop
$game_map.autoplay
end
def command_continue
data = []
top_text = "Please type your save name"
text = ""
font = "Arial"
max = 9
size = 24
$savename = Text_input.new(top_text, text, font, max, size).text
Sound.play_decision
$scene = Scene_File.new(false, true, false)
end
def command_shutdown
Sound.play_decision
RPG::BGM.fade(800)
RPG::BGS.fade(800)
RPG::ME.fade(800)
$scene = nil
end
def battle_test
load_bt_database
create_game_objects
Graphics.frame_count = 0
$game_party.setup_battle_test_members
$game_troop.setup($data_system.test_troop_id)
$game_troop.can_escape = true
$game_system.battle_bgm.play
snapshot_for_background
$scene = Scene_Battle.new
end
end
#======================================
# ■ Keyboard Script
#---------------------------------------------------------------------------
#  By: Cybersam
# Date: 25/05/05
# Version 4
#======================================
# How to use
# if Kboard.keyboard($R_Key_A)
#
module Kboard
#--------------------------------------------------------------------------
$RMouse_BUTTON_L = 0x01 # left mouse button
$RMouse_BUTTON_R = 0x02 # right mouse button
$RMouse_BUTTON_M = 0x04 # middle mouse button
$RMouse_BUTTON_4 = 0x05 # 4th mouse button
$RMouse_BUTTON_5 = 0x06 # 5th mouse button
#--------------------------------------------------------------------------
$R_Key_BACK = 0x08 # BACKSPACE key
$R_Key_TAB = 0x09 # TAB key
$R_Key_RETURN = 0x0D # ENTER key
$R_Key_SHIFT = 0x10 # SHIFT key
$R_Key_CTLR = 0x11 # CTLR key
$R_Key_ALT = 0x12 # ALT key
$R_Key_PAUSE = 0x13 # PAUSE key
$R_Key_CAPITAL = 0x14 # CAPS LOCK key
$R_Key_ESCAPE = 0x1B # ESC key
$R_Key_SPACE = 0x20 # SPACEBAR
$R_Key_PRIOR = 0x21 # PAGE UP key
$R_Key_NEXT = 0x22 # PAGE DOWN key
$R_Key_END = 0x23 # END key
$R_Key_HOME = 0x24 # HOME key
$R_Key_LEFT = 0x25 # LEFT ARROW key
$R_Key_UP = 0x26 # UP ARROW key
$R_Key_RIGHT = 0x27 # RIGHT ARROW key
$R_Key_DOWN = 0x28 # DOWN ARROW key
$R_Key_SELECT = 0x29 # SELECT key
$R_Key_PRINT = 0x2A # PRINT key
$R_Key_SNAPSHOT = 0x2C # PRINT SCREEN key
$R_Key_INSERT = 0x2D # INS key
$R_Key_DELETE = 0x2E # DEL key
#--------------------------------------------------------------------------
$R_Key_0 = 0x30 # 0 key
$R_Key_1 = 0x31 # 1 key
$R_Key_2 = 0x32 # 2 key
$R_Key_3 = 0x33 # 3 key
$R_Key_4 = 0x34 # 4 key
$R_Key_5 = 0x35 # 5 key
$R_Key_6 = 0x36 # 6 key
$R_Key_7 = 0x37 # 7 key
$R_Key_8 = 0x38 # 8 key
$R_Key_9 = 0x39 # 9 key
#--------------------------------------------------------------------------
$R_Key_A = 0x41 # A key
$R_Key_B = 0x42 # B key
$R_Key_C = 0x43 # C key
$R_Key_D = 0x44 # D key
$R_Key_E = 0x45 # E key
$R_Key_F = 0x46 # F key
$R_Key_G = 0x47 # G key
$R_Key_H = 0x48 # H key
$R_Key_I = 0x49 # I key
$R_Key_J = 0x4A # J key
$R_Key_K = 0x4B # K key
$R_Key_L = 0x4C # L key
$R_Key_M = 0x4D # M key
$R_Key_N = 0x4E # N key
$R_Key_O = 0x4F # O key
$R_Key_P = 0x50 # P key
$R_Key_Q = 0x51 # Q key
$R_Key_R = 0x52 # R key
$R_Key_S = 0x53 # S key
$R_Key_T = 0x54 # T key
$R_Key_U = 0x55 # U key
$R_Key_V = 0x56 # V key
$R_Key_W = 0x57 # W key
$R_Key_X = 0x58 # X key
$R_Key_Y = 0x59 # Y key
$R_Key_Z = 0x5A # Z key
#--------------------------------------------------------------------------
$R_Key_LWIN = 0x5B # Left Windows key (Microsoft Natural keyboard)
$R_Key_RWIN = 0x5C # Right Windows key (Natural keyboard)
$R_Key_APPS = 0x5D # Applications key (Natural keyboard)
#--------------------------------------------------------------------------
$R_Key_NUMPAD0 = 0x60 # Numeric keypad 0 key
$R_Key_NUMPAD1 = 0x61 # Numeric keypad 1 key
$R_Key_NUMPAD2 = 0x62 # Numeric keypad 2 key
$R_Key_NUMPAD3 = 0x63 # Numeric keypad 3 key
$R_Key_NUMPAD4 = 0x64 # Numeric keypad 4 key
$R_Key_NUMPAD5 = 0x65 # Numeric keypad 5 key
$R_Key_NUMPAD6 = 0x66 # Numeric keypad 6 key
$R_Key_NUMPAD7 = 0x67 # Numeric keypad 7 key
$R_Key_NUMPAD8 = 0x68 # Numeric keypad 8 key
$R_Key_NUMPAD9 = 0x69 # Numeric keypad 9 key
$R_Key_MULTIPLY = 0x6A # Multiply key (*)
$R_Key_ADD = 0x6B # Add key (+)
$R_Key_SEPARATOR = 0x6C # Separator key
$R_Key_SUBTRACT = 0x6D # Subtract key (-)
$R_Key_DECIMAL = 0x6E # Decimal key
$R_Key_DIVIDE = 0x6F # Divide key (/)
#--------------------------------------------------------------------------
$R_Key_F1 = 0x70 # F1 key
$R_Key_F2 = 0x71 # F2 key
$R_Key_F3 = 0x72 # F3 key
$R_Key_F4 = 0x73 # F4 key
$R_Key_F5 = 0x74 # F5 key
$R_Key_F6 = 0x75 # F6 key
$R_Key_F7 = 0x76 # F7 key
$R_Key_F8 = 0x77 # F8 key
$R_Key_F9 = 0x78 # F9 key
$R_Key_F10 = 0x79 # F10 key
$R_Key_F11 = 0x7A # F11 key
$R_Key_F12 = 0x7B # F12 key
#--------------------------------------------------------------------------
$R_Key_NUMLOCK = 0x90 # NUM LOCK key
$R_Key_SCROLL = 0x91 # SCROLL LOCK key
#--------------------------------------------------------------------------
$R_Key_LSHIFT = 0xA0 # Left SHIFT key
$R_Key_RSHIFT = 0xA1 # Right SHIFT key
$R_Key_LCONTROL = 0xA2 # Left CONTROL key
$R_Key_RCONTROL = 0xA3 # Right CONTROL key
$R_Key_L_ALT = 0xA4 # Left ALT key
$R_Key_R_ALT = 0xA5 # Right ALT key
#--------------------------------------------------------------------------
$R_Key_SEP = 0xBC # , key
$R_Key_DASH = 0xBD # - key
$R_Key_DOTT = 0xBE # . key
#--------------------------------------------------------------------------
GetKeyState = Win32API.new("user32","GetAsyncKeyState",['i'],'i')
GetKeyboardState = Win32API.new("user32","GetKeyState",['i'],'i')
GetSetKeyState = Win32API.new("user32","SetKeyboardState",['i'],'i')
#--------------------------------------------------------------------------
module_function
#--------------------------------------------------------------------------
def keyb(rkey)
if GetKeyState.call(rkey) != 0
return 1
end
return 0
end
#--------------------------------------------------------------------------
def keyboard(rkey)
GetKeyState.call(rkey) & 0x01 == 1 #
end
#--------------------------------------------------------------------------
def key(rkey, key = 0)
GetKeyboardState.call(rkey) & 0x01 == key #
end
end
#===============================================================================
#
# Text-Input Script v1 created by: cybersam
#
# hi boys and ladys.... and whatever else ^-^
#
# here comes the script that allows you to insert text with the keyboard
# in your game... ^-^
#
# i didnt make it work with the default name edit/input script
# but with this it should be easier for you guys to do it...
# the reason ?!.. i said it already in other scripts... ^-^
#
# "i dont wana do a complete script that you can post in your games and it works
# without a single modification"...
#
# since there are people here that just dont even wont try to learn ruby...
# this script works perfect of its own....
# but it wont let you edit the character name without modification...
# so go on and try it out...
#
# if you need help to edit something just ask...
# i would gladly help but i wont do all the work for you...
#
# thats it from my side...
# as for now... this will be the last update
# for this script (keyboard/mouse script) from my side...
# if you find any bugs please contact me... you should already now how... ^-^
# and dont tell me "there is a bug in you script!"
# that alone is not enough... ^-^
#
# cya all ^-^
# sam
#
#===============================================================================

class Text_input < Window_Base

def initialize(top_text = "Here comes the new Version of the keyboard script", text = "Keyboad - Script v3", font = "Arial", max = 20, size = 16, free = "_")
@toptext = top_text
@text = text
@font = font
@max = max
@size = size
@free = free
super(320 - (@max*@size+@size)/2, 240-@size*2-32, @max * @size + 32, 128)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = @font
self.contents.font.size = @size
self.z = 256
@twidth = @max*@size
refresh
update
end
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.draw_text(0, 0, @twidth, @size, @toptext, 1)
for i in 0...@max
text = @text[i]
if text == nil
text = @free
else
text = text.chr
end
self.contents.font.color = normal_color
self.contents.draw_text(@size * i, @size + 24, @size, @size, text, 1)
end
end
def update
loop do
Graphics.update
refresh
if Kboard.keyboard($R_Key_BACK) # delete (with backspace)
text = ""
if @text.size != 0
for i in 0...@text.size - 1
text += @text[i].chr
end
@text = text
else
end
end
if Kboard.keyboard($R_Key_RETURN) # Enter key... to end...
#$game_variables[1]=@text
return
end

if @text.size < @max

# putting Key's to the text


if Kboard.keyboard($R_Key_SPACE) # space key (to insert space between the chars... ^-^)
@text += " " # space.. you can set anything else if you want ^-^'
end
if Kboard.key($R_Key_CAPITAL, 1) # if caps lock is active then write the chars in higher case
if Kboard.keyboard($R_Key_A)
@text += "A"
end
if Kboard.keyboard($R_Key_B)
@text += "B"
end
if Kboard.keyboard($R_Key_C)
@text += "C"
end
if Kboard.keyboard($R_Key_D)
@text += "D"
end
if Kboard.keyboard($R_Key_E)
@text += "E"
end
if Kboard.keyboard($R_Key_F)
@text += "F"
end
if Kboard.keyboard($R_Key_G)
@text += "G"
end
if Kboard.keyboard($R_Key_H)
@text += "H"
end
if Kboard.keyboard($R_Key_I)
@text += "I"
end
if Kboard.keyboard($R_Key_J)
@text += "J"
end
if Kboard.keyboard($R_Key_K)
@text += "K"
end
if Kboard.keyboard($R_Key_L)
@text += "L"
end
if Kboard.keyboard($R_Key_M)
@text += "M"
end
if Kboard.keyboard($R_Key_N)
@text += "N"
end
if Kboard.keyboard($R_Key_O)
@text += "O"
end
if Kboard.keyboard($R_Key_P)
@text += "P"
end
if Kboard.keyboard($R_Key_Q)
@text += "Q"
end
if Kboard.keyboard($R_Key_R)
@text += "R"
end
if Kboard.keyboard($R_Key_S)
@text += "S"
end
if Kboard.keyboard($R_Key_T)
@text += "T"
end
if Kboard.keyboard($R_Key_U)
@text += "U"
end
if Kboard.keyboard($R_Key_V)
@text += "V"
end
if Kboard.keyboard($R_Key_W)
@text += "W"
end
if Kboard.keyboard($R_Key_X)
@text += "X"
end
if Kboard.keyboard($R_Key_Y)
@text += "Y"
end
if Kboard.keyboard($R_Key_Z)
@text += "Z"
end

elsif Kboard.key($R_Key_CAPITAL) # if caps lock is deactivated then write in lower case

if Kboard.keyboard($R_Key_A)
@text += "a"
end
if Kboard.keyboard($R_Key_B)
@text += "b"
end
if Kboard.keyboard($R_Key_C)
@text += "c"
end
if Kboard.keyboard($R_Key_D)
@text += "d"
end
if Kboard.keyboard($R_Key_E)
@text += "e"
end
if Kboard.keyboard($R_Key_F)
@text += "f"
end
if Kboard.keyboard($R_Key_G)
@text += "g"
end
if Kboard.keyboard($R_Key_H)
@text += "h"
end
if Kboard.keyboard($R_Key_I)
@text += "i"
end
if Kboard.keyboard($R_Key_J)
@text += "j"
end
if Kboard.keyboard($R_Key_K)
@text += "k"
end
if Kboard.keyboard($R_Key_L)
@text += "l"
end
if Kboard.keyboard($R_Key_M)
@text += "m"
end
if Kboard.keyboard($R_Key_N)
@text += "n"
end
if Kboard.keyboard($R_Key_O)
@text += "o"
end
if Kboard.keyboard($R_Key_P)
@text += "p"
end
if Kboard.keyboard($R_Key_Q)
@text += "q"
end
if Kboard.keyboard($R_Key_R)
@text += "r"
end
if Kboard.keyboard($R_Key_S)
@text += "s"
end
if Kboard.keyboard($R_Key_T)
@text += "t"
end
if Kboard.keyboard($R_Key_U)
@text += "u"
end
if Kboard.keyboard($R_Key_V)
@text += "v"
end
if Kboard.keyboard($R_Key_W)
@text += "w"
end
if Kboard.keyboard($R_Key_X)
@text += "x"
end
if Kboard.keyboard($R_Key_Y)
@text += "y"
end
if Kboard.keyboard($R_Key_Z)
@text += "z"
end
end

# numbers

if Kboard.keyboard($R_Key_0)
@text += "0"
end
if Kboard.keyboard($R_Key_1)
@text += "1"
end
if Kboard.keyboard($R_Key_2)
@text += "2"
end
if Kboard.keyboard($R_Key_3)
@text += "3"
end
if Kboard.keyboard($R_Key_4)
@text += "4"
end
if Kboard.keyboard($R_Key_5)
@text += "5"
end
if Kboard.keyboard($R_Key_6)
@text += "6"
end
if Kboard.keyboard($R_Key_7)
@text += "7"
end
if Kboard.keyboard($R_Key_8)
@text += "8"
end
if Kboard.keyboard($R_Key_9)
@text += "9"
end



# numpad
if Kboard.keyboard($R_Key_NUMPAD0)
@text += "0"
end
if Kboard.keyboard($R_Key_NUMPAD1)
@text += "1"
end
if Kboard.keyboard($R_Key_NUMPAD2)
@text += "2"
end
if Kboard.keyboard($R_Key_NUMPAD3)
@text += "3"
end
if Kboard.keyboard($R_Key_NUMPAD4)
@text += "4"
end
if Kboard.keyboard($R_Key_NUMPAD5)
@text += "5"
end
if Kboard.keyboard($R_Key_NUMPAD6)
@text += "6"
end
if Kboard.keyboard($R_Key_NUMPAD7)
@text += "7"
end
if Kboard.keyboard($R_Key_NUMPAD8)
@text += "8"
end
if Kboard.keyboard($R_Key_NUMPAD9)
@text += "9"
end

if Kboard.keyboard($R_Key_ADD) # + (numpad)
@text += "+"
end
if Kboard.keyboard($R_Key_SUBTRACT) # - (numpad)
@text += "-"
end
if Kboard.keyboard($R_Key_DIVIDE) # / (numpad)
@text += "/"
end
if Kboard.keyboard($R_Key_MULTIPLY) # * (numpad)
@text += "*"
end

if Kboard.key($R_Key_CAPITAL) # since i dont want to change my keyboard layout you need to test it for you'r self...
if Kboard.keyboard($R_Key_SEP) # , (key) (tested german keyboard layout)
@text += ","
end
if Kboard.keyboard($R_Key_DASH) # - (key) (tested german keyboard layout)
@text += "-"
end
if Kboard.keyboard($R_Key_DOTT) # . (key) (tested german keyboard layout)
@text += "."
end
elsif Kboard.key($R_Key_CAPITAL, 1)
if Kboard.keyboard($R_Key_SEP) # , (key) (tested german keyboard layout)
@text += ";"
end
if Kboard.keyboard($R_Key_DASH) # - (key) (tested german keyboard layout)
@text += "_"
end
if Kboard.keyboard($R_Key_DOTT) # . (key) (tested german keyboard layout)
@text += ":"
end
end

else
end
refresh
end
end
def text()
self.contents.dispose
self.dispose
return @text
end
end


Spoiler:

#===============================================================================
# ** Large Party System
#------------------------------------------------------------------------------
# by DerVVulfman (original by Fomar0153)
# version 1.0
# 03-01-2008
# RGSS2
#-------------------------------------------------------------------------------
# This system allows you to break the 4 team barrier setup by RPGMaker VX. By
# using this code, you can have 5, 6 or even 10 member parties.
#
# This page of the code can enhance your project to allow parties of over four
# members. The controls are very simple. To establish a default number of
# party members, edit the PARTY SIZE value in the configuration section below.
# If you wish to alter the party size limit while the game is running, call on
# the $game_party.party_size value from a map event and change it there. But,
# remember that you'll need to run '$game_party.refresh' for the change to take
# effect.
#------------------------------------------------------------------------------
#
# EDITS AND MODIFICATIONS:
#
# This system Aliases the following methods:
# * initialize (Game_Party)
# * refresh (Window_MenuStatus)
# * update_info_viewport (Scene_Battle)
#
# This system redefines the following methods:
# * add_actor (Game_Party)
# * initialize (Window_MenuStatus)
# * update_cursor (Window_MenuStatus)
# * initialize (Window_BattleStatus)
# * create_info_viewport (Scene_Battle)
#
#===============================================================================


PARTY_SIZE = 6


#==============================================================================
# ** Game_Party
#------------------------------------------------------------------------------
# This class handles the party. It includes information on amount of gold
# and items. Refer to "$game_party" for the instance of this class.
#==============================================================================

class Game_Party
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :party_size # Current size of the party
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias fomar_init initialize
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
fomar_init
@party_size = PARTY_SIZE
end
#--------------------------------------------------------------------------
# * Add an Actor
# actor_id : actor ID
#--------------------------------------------------------------------------
def add_actor(actor_id)
if @actors.size < $game_party.party_size and not @actors.include?(actor_id)
@actors.push(actor_id)
$game_player.refresh
end
end
#--------------------------------------------------------------------------
# * Adjust the maximum party value (permits addition & keeps within range)
#--------------------------------------------------------------------------
def party_size=(party_size)
# Prevent Nil values
@party_size = 4 if party_size == nil
# Set party size
@party_size = party_size
# Reset to default if an incorrect value
@party_size = 4 if party_size < 1
end
end



#==============================================================================
# ** Window_MenuStatus
#------------------------------------------------------------------------------
# This window displays party member status on the menu screen.
#==============================================================================

class Window_MenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias large_refresh refresh
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x, y)
unless $game_party.members.size > 4
super(x, y, 384, 416)
else
super(x, y, 384, 138 * $game_party.members.size)
end
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
large_refresh
self.height = 416
end
#--------------------------------------------------------------------------
# * Update cursor
#--------------------------------------------------------------------------
def update_cursor
if @index < 0
self.cursor_rect.empty
return
end
# Get top row
row = @index / @column_max
if row < self.top_row
self.top_row = row
end
# Reset Top Row if at bottom of list
if row > self.top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end
# Obtain cursor width
cursor_width = self.width / @column_max
x = @index % @column_max * cursor_width
y = @index / @column_max * 96 - self.oy
# Draw the cursor
self.cursor_rect.set(x, y, cursor_width, 96)
end
#--------------------------------------------------------------------------
# * Get Top Row
#--------------------------------------------------------------------------
def top_row
return self.oy / 96
end
#--------------------------------------------------------------------------
# * Set Top Row
# row : row shown on top
#--------------------------------------------------------------------------
def top_row=(row)
if row < 0
row = 0
end
if row > row_max - 1
row = row_max - 1
end
self.oy = row * 96
end
#--------------------------------------------------------------------------
# * Get Number of Rows Displayable on 1 Page
#--------------------------------------------------------------------------
def page_row_max
return 4
end
end



#==============================================================================
# ** Window_BattleStatus
#------------------------------------------------------------------------------
# This window displays the status of all party members on the battle screen.
#==============================================================================

class Window_BattleStatus < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
unless $game_party.members.size > 4
super(0, 0, 416, 128)
else
super(0, 0, 416, 32 * $game_party.members.size)
end
refresh
self.active = false
end
end



#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================

class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias fomar_update update_info_viewport
#--------------------------------------------------------------------------
# * Create Information Display Viewport
#--------------------------------------------------------------------------
def create_info_viewport
# Change viewport to accommodate party size
unless $game_party.members.size > 4
@info_viewport = Viewport.new(0, 288, 544, 128)
else
@info_viewport = Viewport.new(0, 416 - (32 * $game_party.members.size),
544, (32 * $game_party.members.size))
end
@info_viewport.z = 100
@status_window = Window_BattleStatus.new
@party_command_window = Window_PartyCommand.new
@actor_command_window = Window_ActorCommand.new
@status_window.viewport = @info_viewport
@party_command_window.viewport = @info_viewport
@actor_command_window.viewport = @info_viewport
@status_window.x = 128
@actor_command_window.x = 544
@info_viewport.visible = false
end
#--------------------------------------------------------------------------
# * Update Information Display Viewport
#--------------------------------------------------------------------------
def update_info_viewport
# Obtain Battlestatus Height
oldheight = @status_window.height.to_i / 32
# Reset Battlestatus Height if party size increases
if $game_party.members.size > oldheight
dispose_info_viewport
create_info_viewport
end
# Perform the original call
fomar_update
end
end


Spoiler:

# =========================================================
# ~ Gąsienica ~
# Data publikacji: 20.07.2009
# Autor: Trickster
# Tłumaczenie i poprawki: Ayene [yurika@o2.pl]
# Zapraszamy na stronę Ultima Forum - http://www.ultimateam.pl
# =========================================================
# Instalacja: Umieść ten skrypt nad Main w Edytorze Skryptu.
# =========================================================
# ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


# --------------------------- POCZĄTEK SKRYPTU ---------------------------------
module TT
# ---------------------------- POCZĄTEK EDYCJI ---------------------------------
# ID przełącznika, dzięki któremu można wyłączyć gąsienicę w dowolnym momencie
# gry. Przełącznik ON - wyłącza gąsienice, OFF - ponownie włącza.
ID_PRZEŁĄCZNIKA_GĄSIENICA = 2

# maksymalna ilość osób w gąsienicy (domyślnie - 4, czyli maksymalna ilość
# bohaterów w drużynie)
MAKSYMALNA_DŁUGOŚĆ = 4
# ----------------------------- KONIEC EDYCJI ----------------------------------
end


# -----------NIE EDYTUJ PONIŻEJ, CHYBA ŻE WIESZ CO ROBISZ ^^--------------------
class Game_Player
#--------------------------------------------------------------------------
# * W dół
#--------------------------------------------------------------------------
def move_down(turn_enabled = true)
super(turn_enabled)
end
#--------------------------------------------------------------------------
# * W lewo
#--------------------------------------------------------------------------
def move_left(turn_enabled = true)
super(turn_enabled)
end
#--------------------------------------------------------------------------
# * W prawo
#--------------------------------------------------------------------------
def move_right(turn_enabled = true)
super(turn_enabled)
end
#--------------------------------------------------------------------------
# * W górę
#--------------------------------------------------------------------------
def move_up(turn_enabled = true)
super(turn_enabled)
end
#--------------------------------------------------------------------------
# * W dolne lewo
#--------------------------------------------------------------------------
def move_lower_left
super
end
#--------------------------------------------------------------------------
# * W dolne prawo
#--------------------------------------------------------------------------
def move_lower_right
super
end
#--------------------------------------------------------------------------
# * W górne lewo
#--------------------------------------------------------------------------
def move_upper_left
super
end
#--------------------------------------------------------------------------
# * W górne prawo
#--------------------------------------------------------------------------
def move_upper_right
super
end
end

class Game_Follower < Game_Character
#--------------------------------------------------------------------------
# * Przykładowe zmienne
#--------------------------------------------------------------------------
attr_reader :actor
attr_accessor :move_speed
#--------------------------------------------------------------------------
# * Rozpoczęcie
#--------------------------------------------------------------------------
def initialize(actor)
super()
@through = true
@actor = actor
end
#--------------------------------------------------------------------------
# * Ustawienie bohatera
#--------------------------------------------------------------------------
def actor=(actor)
@actor = actor
setup
end
#--------------------------------------------------------------------------
# * Ustawienia
#--------------------------------------------------------------------------
def setup
if @actor != nil
@character_name = $game_actors[@actor].character_name
@character_index = $game_actors[@actor].character_index
else
@character_name = ""
@character_index = 0
end
@opacity = 255
@blend_type = 0
@priority_type = 1
end
#--------------------------------------------------------------------------
# * Ekran Z
#--------------------------------------------------------------------------
def screen_z
if $game_player.x == @x and $game_player.y == @y
return $game_player.screen_z - 1
end
super
end
#--------------------------------------------------------------------------
# * Determinanty określonych zdarzeń
#--------------------------------------------------------------------------
def check_event_trigger_here(triggers)
result = false
return result
end

def check_event_trigger_there(triggers)
result = false
return result
end

def check_event_trigger_touch(x, y)
result = false
return result
end
end

class Spriteset_Map
alias_method :spriteset_map_create_characters, :create_characters
def create_characters
spriteset_map_create_characters
$game_party.followers.each do |char|
@character_sprites << Sprite_Character.new(@viewport1, char)
end
end
end

class Game_Party
#--------------------------------------------------------------------------
# * Przykładowe zmienne
#--------------------------------------------------------------------------
attr_reader :followers
#--------------------------------------------------------------------------
# * Rozpoczęcie
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_party_initialize, :initialize
def initialize
trick_caterpillar_party_initialize
@followers = Array.new(TT::MAKSYMALNA_DŁUGOŚĆ - 1) {Game_Follower.new(nil)}
@move_list = []
end
#--------------------------------------------------------------------------
# * Aktualizacja podążających
#--------------------------------------------------------------------------
def update_followers
flag = $game_player.transparent || $game_switches[TT::ID_PRZEŁĄCZNIKA_GĄSIENICA]
@followers.each_with_index do |char, i|
char.actor = @actors[i + 1]
char.move_speed = $game_player.move_speed
if $game_player.dash?
char.move_speed += 1
end
char.update
char.transparent = flag
end
end
#--------------------------------------------------------------------------
# * Przesuń w kierunku drużyny
#--------------------------------------------------------------------------
def moveto_party(x, y)
@followers.each {|char| char.moveto(x, y)}
@move_list.clear
end
#--------------------------------------------------------------------------
# * Przesuń drużynę
#--------------------------------------------------------------------------
def move_party
@move_list.each_index do |i|
if @followers[i] == nil
@move_list[i...@move_list.size] = nil
next
end
case @move_list[i].type
when 2
@followers[i].move_down(*@move_list[i].args)
when 4
@followers[i].move_left(*@move_list[i].args)
when 6
@followers[i].move_right(*@move_list[i].args)
when 8
@followers[i].move_up(*@move_list[i].args)
when 1
@followers[i].move_lower_left
when 3
@followers[i].move_lower_right
when 7
@followers[i].move_upper_left
when 9
@followers[i].move_upper_right
when 5
@followers[i].jump(*@move_list[i].args)
end
end
end
#--------------------------------------------------------------------------
# * Dodaj listę ruchów
#--------------------------------------------------------------------------
def update_move(type, *args)
move_party
@move_list.unshift(Game_MoveListElement.new(type, args))
end
end

class Game_MoveListElement
#--------------------------------------------------------------------------
# * Rozpoczęcie
#--------------------------------------------------------------------------
def initialize(type, args)
@type = type
@args = args
end
#--------------------------------------------------------------------------
# * Typ
#--------------------------------------------------------------------------
def type
return @type
end
#--------------------------------------------------------------------------
# * Argumenty
#--------------------------------------------------------------------------
def args
return @args
end
end

class Game_Player
#--------------------------------------------------------------------------
# * Przykładowe zmienne
#--------------------------------------------------------------------------
attr_reader :move_speed
#--------------------------------------------------------------------------
# * Aktualizacja
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_update, :update
def update
$game_party.update_followers
trick_caterpillar_player_update
end
#--------------------------------------------------------------------------
# * Przesuń do
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_moveto, :moveto
def moveto(x, y)
$game_party.moveto_party(x, y)
trick_caterpillar_player_moveto(x, y)
end
#--------------------------------------------------------------------------
# * W dół
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_move_down, :move_down
def move_down(turn_enabled = true)
if passable?(@x, @y+1)
$game_party.update_move(2, turn_enabled)
end
trick_caterpillar_player_move_down(turn_enabled)
end
#--------------------------------------------------------------------------
# * W lewo
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_move_left, :move_left
def move_left(turn_enabled = true)
if passable?(@x-1, @y)
$game_party.update_move(4, turn_enabled)
end
trick_caterpillar_player_move_left(turn_enabled)
end
#--------------------------------------------------------------------------
# * W prawo
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_move_right, :move_right
def move_right(turn_enabled = true)
if passable?(@x+1, @y)
$game_party.update_move(6, turn_enabled)
end
trick_caterpillar_player_move_right(turn_enabled)
end
#--------------------------------------------------------------------------
# * W górę
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_move_up, :move_up
def move_up(turn_enabled = true)
if passable?(@x, @y-1)
$game_party.update_move(8, turn_enabled)
end
trick_caterpillar_player_move_up(turn_enabled)
end
#--------------------------------------------------------------------------
# * W dolne lewo
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_move_lower_left, :move_lower_left
def move_lower_left
if passable?(@x - 1, @y) and passable?(@x, @y + 1)
$game_party.update_move(1)
end
trick_caterpillar_player_move_lower_left
end
#--------------------------------------------------------------------------
# * W dolne prawo
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_move_lower_right, :move_lower_right
def move_lower_right
if passable?(@x + 1, @y) and passable?(@x, @y + 1)
$game_party.update_move(3)
end
trick_caterpillar_player_move_lower_right
end
#--------------------------------------------------------------------------
# * W górne lewo
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_move_upper_left, :move_upper_left
def move_upper_left
if passable?(@x - 1, @y) and passable?(@x, @y - 1)
$game_party.update_move(7)
end
trick_caterpillar_player_move_upper_left
end
#--------------------------------------------------------------------------
# * W górne prawo
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_move_upper_right, :move_upper_right
def move_upper_right
if passable?(@x + 1, @y) and passable?(@x, @y - 1)
$game_party.update_move(9)
end
trick_caterpillar_player_move_upper_right
end
#--------------------------------------------------------------------------
# * Skok
#--------------------------------------------------------------------------
alias_method :trick_caterpillar_player_jump, :jump
def jump(x_plus, y_plus)
new_x = @x + x_plus
new_y = @y + y_plus
if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y)
$game_party.update_move(5, x_plus, y_plus)
end
trick_caterpillar_player_jump(x_plus, y_plus)
end
end
# --------------------------- KONIEC SKRYPTU -----------------------------------


:zeby:

Nie ten dział. Przenoszę. //Angius
Ostatnio zmieniony przez Angius Sro 18 Maj, 2011 20:48, w całości zmieniany 1 raz  
 
 
Angius 

Nie wkurzać



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Pomógł: 104 razy
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Wysłany: Sro 18 Maj, 2011 20:52
Drugi post na forum, a już wtopa, co? Spodziewałbym się więcej po kimś, kto siedział tu od 27 kwietnia, przez bite 3,5 godziny...
Co zaś się tyczy tematu, to wystarczyłoby podać nazwy skryptów albo linki do nich... I nie musisz od razu podawać wszystkich posiadanych, gdy chcesz o jakiś prosić. Właśnie - prosić - stąd wziął swą nazwę dział Prośby i zamówienia [VX].
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