Więc tak... Chciałbym już jutro dac demko mojej gry jednak... Mam błąd z dwoma skryptami. Minimapą obrazkową oraz HUD EQ :( Gdy naciskam ukrycie lub pokazanie się HUD'a EQ to znika mi lub pojawia się Minimapa. Poniżej umieściłem dwa skrypty, proszę o szybką pomoc. Sam próbowałem to naprawic (Angius mi pomagał :) jednak nic nie udało nam się zdziałać :(
HUD EQ:
Spoiler:
Kod:
#==============================================================================
# MOG HUD Equip V1.1 VX
# Autor XP: Moghunter
# Przełożone na VX przez Ayene (mam nadzieję, że będzie 'śmigać' :P
# Kompatybilne z KGC_EquipExtension
#==============================================================================
if true # True = wyświetla HUD / False = nie wyświetla
module MOG
# Położenie HUD - współrzędne x i y
EQPMAPX = 280 # współrzędna x
EQPMAPY = 320 # współrzędna y
$mogscript = {} if $mogscript == nil
$mogscript["mpequip"] = true
#==============================================================================
# Window_Base
#==============================================================================
class Window_Base < Window
def draw_equip_map(item, x, y)
if item == nil
return
end
draw_icon(item.icon_index , x + 3 , y + 34)
end
def draw_mequip(x, y)
mequip = Cache.picture("sqequip")
@data = @actor.equips.clone
@item_max = [@data.size, @actor.armor_number + 1].min
bit = Cache.picture("mequip")
x = (@item_max * 32 - bit.width) / 2
self.contents.blt(x, 4, bit, Rect.new(0, 0, bit.width, bit.height))
src_rect = Rect.new(0, 0, 32, 32)
for i in 0...@item_max
self.contents.blt(32 * i, y - 32 + 65, mequip, src_rect)
end
end
end
#==============================================================================
# Window_Equip_Map
#==============================================================================
class Window_Equipmap < Window_Base
def initialize(actor)
w = 160 + actor.extra_armor_number * 32
super(0, 0, w, 100)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = MOG::EQPMAPOPA
self.windowskin = Cache.system(MOG::EQPMAPSKIN)
@actor = actor
refresh
end
def refresh
self.contents.clear
draw_mequip(0,0)
@data = @actor.equips.clone
@item_max = [@data.size, @actor.armor_number + 1].min
rect = Rect.new(0, 0, 32, 32)
@item_max.times { |i|
rect.x = 32 * i
draw_equip_map(@data[i], rect.x, rect.y)}
end
end
#==============================================================================
# Scene_Map
#==============================================================================
class Scene_Map
alias ayene_start start
def start
@actor = $game_party.members[0]
@eqmap = Window_Equipmap.new(@actor)
@eqmap.x = MOG::EQPMAPX
@eqmap.y = MOG::EQPMAPY
if $game_switches[MOG::EQPMAPVIS] == false
@eqmap.visible = true
else
@eqmap.visible = false
end
ayene_start
end
alias ayene_terminate terminate
def terminate
ayene_terminate
@eqmap.dispose
end
alias mog8_update update
def update
if $game_switches[MOG::EQPMAPVIS] == false
@eqmap.visible = true
else
@eqmap.visible = false
end
if Input.trigger?(Input::Letters["E"])
a = $game_switches[MOG::EQPMAPVIS]
a ? a = false : a = true
$game_switches[MOG::EQPMAPVIS] = a
end
if $eref == true
@eqmap.refresh
$eref = false
end
mog8_update
end
end
#==============================================================================
# Game_Map
#==============================================================================
class Game_Map
attr_accessor :eref
end
class Game_Interpreter
def eref
$eref = true
end
alias mog319ref command_319
def command_319
eref
return mog319ref
end
end
end
# Konfiguracja tagów eventów:
MM_EVENT_OTHER = "other" # Tag dla innych eventów
MM_EVENT_ENEMY = "enemy" # Dla wrogów
MM_EVENT_TELEPORT = "tp" # Dla przejścia
MM_EVENT_CHEST = "chest" # Dla skrzyni
MM_EVENT_NPC = "npc" # Dla NPCa
MM_EVENT_SAVEPOINT = "save" # Dla savepointu
end
#--------------------------------------------------------------------------
# FIM DAS CONFIGURAÇÕES
#--------------------------------------------------------------------------
#==============================================================================
# Scene_Map
#------------------------------------------------------------------------------
# Classe das operações nos mapas.
#==============================================================================
#==============================================================================
# Game_Player
#------------------------------------------------------------------------------
# Esta classe controla as informações do jogador. Entre elas: os veÃculos,
# os eventos (quando iniciá-los), o loop do mapa... etc.
# Pode ser acessada utilizando $game_player.
#==============================================================================
class Game_Player < Game_Character
unless method_defined?(:amy_mm_perform_transfer)
alias amy_mm_perform_transfer perform_transfer
end
#--------------------------------------------------------------------------
# Teletransportar
#--------------------------------------------------------------------------
def perform_transfer
amy_mm_perform_transfer
$scene.minimap_transfer
end
end
#==============================================================================
# Map_Base
#------------------------------------------------------------------------------
# Uma classe Base para mini mapas
#==============================================================================
class Map_Base < Sprite
include CONFIG
#--------------------------------------------------------------------------
# Constantes e Instâncias
#--------------------------------------------------------------------------
PMP_VERSION = 7
attr_reader :event
attr_reader :corner
#--------------------------------------------------------------------------
# Inicialização do objeto
#--------------------------------------------------------------------------
def initialize(corner)
super(Viewport.new(16, 16, width, height))
viewport.z = 8000
@border = Sprite.new
@border.x = viewport.rect.x - 6
@border.y = viewport.rect.y - 6
@border.z = viewport.z - 1
@border.bitmap = Cache.picture(MM_MAP_BACK)
self.visible = on?
self.opacity = MM_OPACITY
@corner = -1
self.corner = corner
self.visible = on?
end
#--------------------------------------------------------------------------
# Corner
#--------------------------------------------------------------------------
def corner=(valor)
return if @corner == valor
@corner = valor.to_i
case @corner
when 2
self.x = 544 - width - 16
self.y = 16
when 3
self.x = 16
self.y = 416 - height - 16
when 4
self.x = 544 - width - 16
self.y = 416 - height - 16
else
self.x = 208
self.y = 16
end
end
#--------------------------------------------------------------------------
# dispose
#--------------------------------------------------------------------------
def dispose
@border.dispose
super
end
#--------------------------------------------------------------------------
# x=
#--------------------------------------------------------------------------
def x=(x)
self.viewport.rect.x = x
@border.x = x - 6
end
#--------------------------------------------------------------------------
# y=
#--------------------------------------------------------------------------
def y=(y)
self.viewport.rect.y = y
@border.y = y - 6
end
#--------------------------------------------------------------------------
# visible=
#--------------------------------------------------------------------------
def visible=(bool)
super
self.viewport.visible = bool
@border.visible = bool
end
#--------------------------------------------------------------------------
# minimap_on?
#--------------------------------------------------------------------------
def on?
return $game_switches[MM_ACTIVATED_ID]
end
#--------------------------------------------------------------------------
# Atualização da tela
#--------------------------------------------------------------------------
def update
super
self.visible = on?
if viewport.ox < display_x
viewport.ox += 1
elsif viewport.ox > display_x
viewport.ox -= 1
end
if viewport.oy < display_y
viewport.oy += 1
elsif viewport.oy > display_y
viewport.oy -= 1
end
end
#--------------------------------------------------------------------------
# largura
#--------------------------------------------------------------------------
def width
return 102
end
#--------------------------------------------------------------------------
# altura
#--------------------------------------------------------------------------
def height
return 78
end
#--------------------------------------------------------------------------
# display_x
#--------------------------------------------------------------------------
def display_x
return $game_map.display_x * 3 / 128
end
#--------------------------------------------------------------------------
# display_y
#--------------------------------------------------------------------------
def display_y
return $game_map.display_y * 3 / 128
end
end
Dałem w jednym 1 w drugim 2 i nadal to samo :( Może dałoby się przerobic ten skrypt z mini mapą by na "M" się pokazywała i znikała? Bo w HUD Eq tak mam na "E" (dzięki Tobie :).
Przepraszam, że odświeżam temat, jednak chcę powiedzieć, iż naprawiłem już błąd :) Dziękuje Ayene trochę twojej roboty w tym było :) Teraz chciałbym prosic was o pomoc z... Minimapą. Chciałbym, by wyświetlała się lub znikała na przycisku "M". Z góry dziękuje :) Dam POMÓG�!
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