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Poprzedni temat «» Następny temat
Zamknięty przez: Ayene
Nie 27 Lis, 2011 12:46
Dodawanie(skrypty)
Autor Wiadomość
MrDawnok 




Preferowany:
RPG Maker VX

Pomógł: 1 raz
Dołączył: 22 Maj 2010
Posty: 217
Wysłany: Pon 08 Sie, 2011 09:52
Dodawanie(skrypty)
Cześć! znalezłem pewien skrypt na menu 3 osobowe oto on:

Spoiler:

Kod:
#==============================================================================
#                           * 3 Character Menu*
#                               by Dark Gaia
#==============================================================================
# * This script rewrites your menu screen so that it shows only three party
#   members, for games where you only want to use a party of three. *
#==============================================================================
#                * THIS SCRIPT ONLY WORKS IN RPG MAKER VX! *
#==============================================================================
# * To install this script into your game, just open up your Script Editor,
#   scroll down to where it says �–� Materials and just below this point, right
#   click, choose "Insert" and paste this script in. *
#==============================================================================
# * This script is free for use in all games, including commercial games, so
#   long as you credit me if you use it. *
#==============================================================================

#Begin script - do not edit past here, or you may break the script!

#==============================================================================
# ** Window_MenuStatus
#==============================================================================

class Window_MenuStatus < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #    x : window X coordinate
  #    y : window Y coordinate
  #--------------------------------------------------------------------------
  def initialize(x, y)
    super(x, y, 360, 360)
    refresh
    self.active = false
    self.index = -1
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @item_max = $game_party.members.size
    @column_max = $game_party.members.size
    for actor in $game_party.members
      draw_actor_face(actor, actor.index * 115 +2, 2, 92 )
      x = actor . index * 115 + WLH / 2
      y = 96 + WLH / 2
      draw_actor_name (actor, x - 10, y + 0)
      draw_actor_class(actor, x - 10, y + 30)
      draw_actor_level(actor, x - 10, y + 45)
      draw_actor_state(actor, x - 10, y + 60)
        if actor . index % 2 == 0
          draw_actor_hp(actor, x - 10, y + 125, width - 270)
          draw_actor_mp(actor, x - 10, y + 145, width - 270)
        else
          draw_actor_hp(actor, x - 10, y + 125, width - 270)
          draw_actor_mp(actor, x - 10, y + 145, width - 270)
        end
    end
  end
  #--------------------------------------------------------------------------
  # * Update cursor
  #--------------------------------------------------------------------------
  def update_cursor
    if @index < 0              # No cursor
      self.cursor_rect.empty
    elsif @index < @item_max    # Normal
      self.cursor_rect.set(@index * 115, 0, 96, 103)
    elsif @index >= 100        # Self
      self.cursor_rect.set( (@index - 100) * 96, 0, 96, 96)
    else                        # All
      self.cursor_rect.set(0, 0, 96, @item_max * 96)
    end
  end
end

#==============================================================================
# ** Window_Location
#==============================================================================

class Window_Lieu < Window_Base

  def initialize(x, y)
    super(x, y, 360, WLH+32)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  def refresh
    self.contents.clear
    $maps = load_data("Data/MapInfos.rvdata")
    @map_id = $game_map.map_id
    @map_name = $maps[@map_id].name
    self.contents.font.color = system_color

    self.contents.font.color = normal_color
    self.contents.draw_text(-10, -3, 360, 32, @map_name, 1)
  end
end

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

class Scene_Menu < Scene_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #    menu_index : command cursor's initial position
  #--------------------------------------------------------------------------
  def initialize(menu_index = 0)
    @menu_index = menu_index
  end
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    create_command_window
    @lieu_window = Window_Lieu.new(184, 360)
    @gold_window = Window_Gold.new(0, 360)
    @status_window = Window_MenuStatus.new(184, 0)
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_menu_background
    @command_window.dispose
    @gold_window.dispose
    @lieu_window.dispose
    @status_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    update_menu_background
    @command_window.update
    @gold_window.update
    @lieu_window.update
    @status_window.update
    if @command_window.active
      update_command_selection
    elsif @status_window.active
      update_actor_selection
    end
  end
  #--------------------------------------------------------------------------
  # * Create Command Window
  #--------------------------------------------------------------------------
  def create_command_window
    s1 = Vocab::item
    s2 = Vocab::skill
    s3 = Vocab::equip
    s4 = Vocab::status
    s5 = Vocab::save
    s6 = Vocab::game_end
    @command_window = Window_Command.new(184, [s1, s2, s3, s4, s5, s6])
    @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(4, 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 < 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      # Item
        $scene = Scene_Item.new
      when 1,2,3  # Skill, equipment, status
        start_actor_selection
      when 4      # Save
        $scene = Scene_File.new(true, false, false)
      when 5      # End Game
        $scene = Scene_End.new
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Start Actor Selection
  #--------------------------------------------------------------------------
  def start_actor_selection
    @command_window.active = false
    @status_window.active = true
    if $game_party.last_actor_index < @status_window.item_max
      @status_window.index = $game_party.last_actor_index
    else
      @status_window.index = 0
    end
  end
  #--------------------------------------------------------------------------
  # * End Actor Selection
  #--------------------------------------------------------------------------
  def end_actor_selection
    @command_window.active = true
    @status_window.active = false
    @status_window.index = -1
  end
  #--------------------------------------------------------------------------
  # * Update Actor Selection
  #--------------------------------------------------------------------------
  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)
      end
    end
  end
end



i chciałbym aby ktoś mi go przerobił tak aby był jeszcze skrypt
punkty co poziom(oto skrypt)

Spoiler:

Kod:
#==============================================================================
# Requiem Upgrade
#==============================================================================

Points_Gained = 5 # Points that hero will gain when level-up

#------------------------------------------------------------------------------
#------------------------------------------------------------------------------
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
  end
 
end

#------------------------------------------------------------------------------
class Requiem_UpgradeWindow < Window_Base
 
  def initialize(actor)
    super(0,0,320,320)
    @actor = actor
    update
  end
 
  def update
    self.contents.clear
    draw_actor_face(@actor,0,0,92)
    draw_actor_name(@actor,160,0)
    self.contents.font.color = normal_color
    self.contents.draw_text(224,32,64,WLH,@actor.level)
    self.contents.draw_text(224,24*2,64,WLH,@actor.points)
    self.contents.draw_text(128,24*5,96,WLH,@actor.maxhp)
    self.contents.draw_text(128,24*6,96,WLH,@actor.maxmp)
    self.contents.draw_text(128,24*7,96,WLH,@actor.atk)
    self.contents.draw_text(128,24*8,96,WLH,@actor.def)
    self.contents.draw_text(128,24*9,96,WLH,@actor.spi)
    self.contents.draw_text(128,24*10,96,WLH,@actor.agi)
    refresh
  end
 
  def refresh
    self.contents.font.color = system_color
    self.contents.draw_text(128,32,128,WLH,Vocab::level+":")
    self.contents.draw_text(128,24*2,128,WLH,"Punkty:")
    self.contents.draw_text(0,24*5,128,WLH,Vocab::hp_a+":")
    self.contents.draw_text(0,24*6,128,WLH,Vocab::mp_a+":")
    self.contents.draw_text(0,24*7,128,WLH,Vocab::atk+":")
    self.contents.draw_text(0,24*8,128,WLH,Vocab::def+":")
    self.contents.draw_text(0,24*9,128,WLH,Vocab::spi+":")
    self.contents.draw_text(0,24*10,128,WLH,Vocab::agi+":")
  end
 
end
#------------------------------------------------------------------------------
class Scene_RequiemUpgrade < Scene_Base
 
  def initialize(actor_index=0, from_menu=false)
    create_menu_background
    @actor_index = actor_index
    @from_menu = from_menu
  end
 
  def start
    super
    create_menu_background
    @actor = $game_party.members[@actor_index]
    @requiem_upgwindow = Requiem_UpgradeWindow.new(@actor)
    @requiem_upgwindow.x = (544 - @requiem_upgwindow.width) / 2
    @requiem_upgwindow.y = (416 - @requiem_upgwindow.height) / 2
    @requiem_upgcmdwnd  = Window_Command.new(64,[" +"," +"," +"," +"," +"," +"])
    @requiem_upgcmdwnd.index = 0
    @requiem_upgcmdwnd.x = @requiem_upgwindow.x + 192
    @requiem_upgcmdwnd.y = @requiem_upgwindow.y + 120
    @requiem_upgcmdwnd.opacity = 0
  end
 
  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
    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 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
        $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



Podsumowując chce to menu z skryptem "punkty co poziom"
do tego używam jeszcze skrypt "opcje w menu"

I jeszcze żeby nie zaśmiecać forum czy mozna przerobić ten party changer żeby
do drużyny brało się 3 osoby max?

Spoiler:

Kod:
#===============================================================================
# &#9679; [VX] &#9702; Party Manager/Switcher &#9702;
#-------------------------------------------------------------------------------
# &#9702; By Prexus
# &#9702; Edit by GSorby [george_sorby@hotmail.co.uk]
# &#9702; RPG Revolution
# &#9702; Released on: 27/12/2009
# &#9702; Version: 1.1
#-------------------------------------------------------------------------------
# This is a Party Manager/Switcher which allows the player to switch current
# party member with ones that are on standby. You can also make a Party Member
# unavailible or locked. There is also a function so that you can show and hide
# party members in the manager.
#===============================================================================
#  To open the party manager, use the code below:
#
#  $scene = Scene_Party.new
#-------------------------------------------------------------------------------
#  To make an actor visible in the Party Window, use the code below:
#
#  $data_actors[ID].found = true #dodaje bohatera               
#------------------------------------------------------------------------------- 
#  To make an actor unavailable (Grayed out)/unmoveable, use the code below:

#  $data_actors[ID].unavailable = true           
#-------------------------------------------------------------------------------
#  To lock the leader, use the code below:                                 
#                                                                             
#  $game_party.members[0].actor.required = true             
#-------------------------------------------------------------------------------
#  To unlock the leader, use the code below:
#
#  $game_party.members[0].actor.required = false
#-------------------------------------------------------------------------------
#  To remove an actor from your reserves, use the code below:

#  $data_actors[ID].found = false   
#===============================================================================
# Credits to Prexus for the main script.
# Credits to GSorby for the edit of the script.
# *Don't edit anything past this point unless you know what you're doing.*
#===============================================================================

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

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

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

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

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

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

class Window_CurrentMember < Window_Base
  attr_reader :mode
  def initialize(member = nil, mode = 0)
    super(284, 47, 242, 306)
    create_contents
    @member = member
    @mode = 0
    refresh
  end
  def member
    return @member
  end
  def set_member(member)
    old_member = @member
    @member = member
    refresh if old_member != @member
  end
  def set_mode(mode)
    @mode = mode if [0, 1].include?(mode)
    refresh
  end
  def refresh
    self.contents.clear
    return unless @member
    x, y = 0, 0
    self.draw_actor_face(@member, x, y, 96)
    self.draw_actor_name(@member, x + 102, y)
    self.draw_actor_class(@member, x + 102, y + WLH)
    self.draw_actor_level(@member, x + 102, y + WLH*2)
    case @mode
    when 0
      self.draw_icon(0, self.contents.width - 24, y + WLH*2)
      self.draw_actor_hp(@member, x, y + WLH*5, 160)
      self.draw_actor_mp(@member, x, y + WLH*6, 160)
      self.draw_actor_parameter(@member, x, y + WLH*7, 0)
      self.draw_actor_parameter(@member, x, y + WLH*8, 1)
      self.draw_actor_parameter(@member, x, y + WLH*9, 2)
      self.draw_actor_parameter(@member, x, y + WLH*10, 3)
    when 1
      self.draw_icon(143, self.contents.width - 24, y + WLH*2)
      self.contents.draw_text(x, y + WLH*2, self.contents.width - 12, WLH, 'Stat', 2)
      for i in 0...@member.equips.size
        item = @member.equips[i]
        self.draw_item_name(item, x, y + WLH*(3+i), true, self.contents.width - 24)
      end
    end
  end
end

class Window_CurrentParty < Window_Selectable
  def initialize
    super(18, 60, 256, 64)
    @item_max = 4
    @column_max = @item_max
    create_contents
    self.index = 0
    refresh
  end
  def member
    return $game_party.members[self.index]
  end
  def refresh
    for i in 0...@item_max
      rect = item_rect(i)
      self.contents.clear_rect(rect)
    end
    for i in 0...$game_party.members.size
      rect = item_rect(i)
      bitmap = Cache.character($game_party.members[i].character_name)
      sign = $game_party.members[i].character_name[/^[\!\$]./]
      if sign != nil and sign.include?('$')
        cw = bitmap.width / 3
        ch = bitmap.height / 4
      else
        cw = bitmap.width / 12
        ch = bitmap.height / 8
      end
      n = $game_party.members[i].character_index
      src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)
      if $game_party.members[i].actor.unavailable
        self.contents.blt(rect.x, rect.y, bitmap, src_rect, 128)
      else
        self.contents.blt(rect.x, rect.y, bitmap, src_rect, 255)
      end
      if $game_party.members[i].actor.required
        lock_bitmap = Cache.system("Locked")
        self.contents.blt(rect.x + rect.width - lock_bitmap.width,
                          rect.y + rect.height - lock_bitmap.height,
                          lock_bitmap, lock_bitmap.rect)
      end
    end
  end
  def item_rect(index)
    rect = Rect.new(0, 0, 0, 0)
    rect.width = (contents.width + @spacing) / @column_max - @spacing
    rect.height = 32
    rect.x = index % @column_max * (rect.width + @spacing)
    rect.y = index / @column_max * 32
    return rect
  end
end

class Window_SelectMember < Window_Selectable
  def initialize
    super(18, 144, 256, 192)
    calculate_actors
    @item_max = @actors.size + 1
    @column_max = 4
    self.index = -1
    self.active = false
    refresh
  end
  def calculate_actors
    @actors = []
    for a in $game_actors.data
      @actors << a if a != nil and a.actor.found and !$game_party.members.include?(a)
    end
  end
  def member
    return @actors[self.index]
  end
  def refresh
    self.contents.clear
    calculate_actors
    @item_max = @actors.size + 1
    for i in 0...@actors.size
      rect = item_rect(i)
      bitmap = Cache.character(@actors[i].character_name)
      sign = @actors[i].character_name[/^[\!\$]./]
      if sign != nil and sign.include?('$')
        cw = bitmap.width / 3
        ch = bitmap.height / 4
      else
        cw = bitmap.width / 12
        ch = bitmap.height / 8
      end
      n = @actors[i].character_index
      src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)
      if @actors[i].actor.unavailable
        self.contents.blt(rect.x, rect.y, bitmap, src_rect, 128)
      else
        self.contents.blt(rect.x, rect.y, bitmap, src_rect, 255)
      end
      if @actors[i].actor.required
        lock_bitmap = Cache.system("Locked")
        self.contents.blt(rect.x + rect.width - lock_bitmap.width,
                          rect.y + rect.height - lock_bitmap.height,
                          lock_bitmap, lock_bitmap.rect)
      end
    end
  end
  def item_rect(index)
    rect = Rect.new(0, 0, 0, 0)
    rect.width = (contents.width + @spacing) / @column_max - @spacing
    rect.height = 32
    rect.x = index % @column_max * (rect.width + @spacing)
    rect.y = index / @column_max * 32
    return rect
  end
end

________________________



http://www.forumgalonum.pun.pl/viewtopic.php?id=5

"Bliski przyjaciel, czy to nie właściwe określenie dla kogoś, kto już przestał być bliski?"
 
 
 
Ayene 




Ranga RM:
4 gry

Pomogła: 232 razy
Dołączyła: 18 Wrz 2007
Posty: 2424
Wysłany: Pon 08 Sie, 2011 12:00
Co do menu... zamieszczam demo, gdyż trzeba było dokonać przeróbek we wszystkich skryptach :arrow: Demo

Co do Party Changera. Wejdź w skrypt i znajdź linijkę:
Kod:
@item_max = 4

zamień ją na:
Kod:
@item_max = 3

następnie znajdź:
Kod:
rect.width = (contents.width + @spacing) / @column_max - @spacing

i zamień ją na:
Kod:
rect.width = 32
________________________


 
 
 
MrDawnok 




Preferowany:
RPG Maker VX

Pomógł: 1 raz
Dołączył: 22 Maj 2010
Posty: 217
Wysłany: Pon 08 Sie, 2011 13:28
Wszystko śmiga dzięki Ayene, jesteś nie zastąpiona.

Miłych wakacji życzę.
________________________



http://www.forumgalonum.pun.pl/viewtopic.php?id=5

"Bliski przyjaciel, czy to nie właściwe określenie dla kogoś, kto już przestał być bliski?"
 
 
 
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