1. Prawdopodobnie źle skonfigurowałeś skrypt, lub kłóci się z innymi.
Po kolei wycinaj jeden skrypt i spróbuj zobaczyć, o który chodzi.
2. Możesz użyć tego skryptu http://www.ultimateam.pl/...hlight=dziennik
zamiast dziennika misji na pamiętnik.
Lista skryptów:
- nazwa lokacji by Moghunter
- A N T I L A G V X by Andrew McKellar (Anaryu)
- Użyj / Usuń Przedmiot by Ayene
- Ikona złotej monety w Menu
- Ring Menu podczas walki
- Podświetlenie przeciwnika podczas walki
- Pauza podczas gry
- Avatary podczas walki
- Przewijanie Windows_Help
- Okno zdobytego przedmiotu znaleziony przez Vrona
- Battle Result by Blockade
- Skrypt na peta
- Rozszerzona bitmapa
- Rozszerzone okno statusu
- Thomas Edison VX
- Neo Save System V
- Advanced Text System
________________________ Uśmiechnij się, jutro będzie gorzej...
Nie wiem czy jest to na ultimie, ale tu masz skrypt na pamiętnik:
Spoiler:
Kod:
#================================================= =============================
# ** Uwaga Dziennik Skillo odbywa się na podstawy i przy wsparciu skrypt Adurna
#================================================= =============================
#================================================= =============================
# ** Moduł Ardurna Wyprodukowano przez Ardurna niniejszym zmieniony przez Skillo
#------------------------------------------------- -----------------------------
# Ten moduł jest używany do konfigurowania systemu zauważa.
#================================================= =============================
module Adurna
# Tutaj ustawić maksymalną liczbę znaków w nazwie uwagę
# = Liczba Nbr_carac_max_name
Nbr_carac_max_name = 20 #(20 par défaut)
# Tutaj ustawić maksymalną liczbę znaków w notatce
# = Liczba Nbr_carac_max_note
Nbr_carac_max_note = 200 # (200 par défaut)
# Zostaną określone tutaj, jeśli chcesz tło podczas tworzenia lub edytowania notatki.
# Fond_Inter = true / false
Fond_Inter = true
# Tutaj ustawić obraz tła, który pojawia się podczas tworzenia lub edytowania notatki jeśli Fond_Inter = true.
# Tle = "Nazwa obrazu"
Fond = "fond.png"
# Tutaj ustawić przezroczystość okna podczas tworzenia lub edytowania notatki jeśli Fond_Inter = false
# = Liczba Note_Input_opacity
Note_Input_opacity = 200 # (domyślnie 200)
# Zostaną określone tutaj, jeśli chcesz tło w informacji dodatkowej do menu.
# Fond_Inter_Menu = true / false
Fond_Inter_Menu = true
# Tutaj ustawić obraz tła, które pojawią się w informacji dodatkowej do menu, jeśli Fond_Inter_ menu = true.
# Fond_Menu = "Nazwa obrazu"
Fond_Menu = "livre.png"
# Tutaj ustawić przezroczystość menu window = false, jeśli pamiętać, Fond_Inter_Menu
# = Liczba Menu_opacity
Menu_opacity = 200 # (domyślnie 200)
#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
# This class handles system-related data. Also manages vehicles and BGM, etc.
# The instance of this class is referenced by $game_system.
#==============================================================================
class Game_System
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :notes_hash
alias dudu_initialize initialize
def initialize
dudu_initialize
@notes_hash = {}
end
end
#==============================================================================
# ** Scene_Note
# This class create or edit notes.
#==============================================================================
class Scene_Note < Scene_Base
#--------------------------------------------------------------------------
# * Edit Notes Hash Value
#--------------------------------------------------------------------------
def edit_notes_hash_value(key, value)
$game_system.notes_hash[key] = value
end
#--------------------------------------------------------------------------
# * Create Array String
#--------------------------------------------------------------------------
def create_array_string( array)
x = []
for i in 0...array.size
x += array[i].split(//)[0...Adurna::Nbr_carac_max_note]
end
return x
end
#--------------------------------------------------------------------------
# * Return to Original Screen
#--------------------------------------------------------------------------
def return_scene
if @cancel
$scene = Scene_MenuNote.new
elsif @name
note = $game_system.notes_hash[@key]
array = create_array_string(note)
$scene = Scene_Note.new(false, array, @edit, @key)
else
$scene = Scene_MenuNote.new
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
update_menu_background
@edit_window.update
@help_window.update
@input_window.update
if Input.repeat?(Input::B)
if @edit_window.index >= 0 # Not at the left edge
Sound.play_cancel
@edit_window.back
end
elsif Input.trigger?(Input::C) or Input.repeat?(Input::C)
if @input_window.is_decision # If cursor is positioned on [OK]
Sound.play_decision
if @name
note = create_note_array_string(@edit_window.name_array)
if @edit
edit_notes_hash_key(note[0])
else
create_notes_hash_key(note[0])
end
@key = note[0]
return_scene
else
note = create_note_array_string(@edit_window.name_array)
edit_notes_hash_value(@key, note)
return_scene
end
elsif @input_window.is_cancel # If cursor is positioned on [OK]
Sound.play_decision
@cancel = true
return_scene
elsif @input_window.is_reset
Sound.play_decision
@edit_window.restore_default
elsif @input_window.character != "" # If text characters are not empty
if @edit_window.index == @edit_window.max_char # at the right edge
Sound.play_buzzer
else
Sound.play_decision
@edit_window.add(@input_window.character) # Add text character
end
end
end
end
end
#==============================================================================
# ** Window_NoteEdit
#==============================================================================
class Window_NoteEdit < Window_Selectable
attr_reader :name_array # name
attr_reader :index # cursor position
attr_reader :max_char # maximum number of characters
#--------------------------------------------------------------------------
# * Object Initialization
# max_char : maximum number of characters
# array : array
#--------------------------------------------------------------------------
def initialize(max_char, array)
super(0, 56, 545, 114, 0)
@max_char = max_char
@name_array = array.dup # Fit within max length
row_max = max_char/20
@item_max = @max_char
@default_name = []
@column_max = 20
@index = @name_array.size
self.active = false
create_contents
self.contents = Bitmap.new(width - 32, [height - 32, row_max * WLH].max)
refresh
end
#--------------------------------------------------------------------------
# * Return to Default Name
#--------------------------------------------------------------------------
def restore_default
@name_array = @default_name.dup
@index = @name_array.size
refresh
update_cursor
end
#--------------------------------------------------------------------------
# * Add Text Character
# character : text character to be added
#--------------------------------------------------------------------------
def add(character)
if @index < @max_char and character != ""
if @name_array == nil
@name_array.push(character)
else
@name_array[@index] = character
end
@index += 1 if @index +1< @max_char
refresh
update_cursor
end
end
#--------------------------------------------------------------------------
# * Delete Text Character
#--------------------------------------------------------------------------
def back
if @index >= 0
@name_array.delete_at(@index)
@index -= 1 if @index >= 1
refresh
update_cursor
end
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@max_char
c = @name_array[i]
c = '_' if c == nil
self.contents.draw_text(item_rect(i), c, 1)
end
end
end
#--------------------------------------------------------------------------
# * Character
#--------------------------------------------------------------------------
def character
if @index < 133
return TABLE[@mode][@index]
else
return ""
end
end
#--------------------------------------------------------------------------
# * Is Reset
#--------------------------------------------------------------------------
def is_reset
return (@index == 132)
end
#--------------------------------------------------------------------------
# * Is Cancel
#--------------------------------------------------------------------------
def is_cancel
return (@index == 133)
end
#--------------------------------------------------------------------------
# * Is Decision
#--------------------------------------------------------------------------
def is_decision
return (@index == 134)
end
#--------------------------------------------------------------------------
# * Iten Rect
#--------------------------------------------------------------------------
def item_rect(index)
rect = Rect.new(0, 0, 0, 0)
rect.x = index % 15 * 32 + index % 15 / 5 * 16
rect.y = index / 15 * WLH
rect.width = 32
rect.height = WLH
return rect
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0..134
rect = item_rect(i)
rect.x += 2
rect.width -= 4
self.contents.draw_text(rect, TABLE[@mode][i], 1)
end
end
#--------------------------------------------------------------------------
# * Cursor Down
#--------------------------------------------------------------------------
def cursor_down(wrap)
if @index <120
@index += 15
elsif wrap
@index -= 120
end
end
#--------------------------------------------------------------------------
# * Cursor Up
#--------------------------------------------------------------------------
def cursor_up(wrap)
if @index >= 15
@index -= 15
elsif wrap
@index += 120
end
end
#--------------------------------------------------------------------------
# * Cursor Right
#--------------------------------------------------------------------------
def cursor_right(wrap)
if @index % 15 < 14
@index += 1
elsif wrap
@index -= 14
end
end
#--------------------------------------------------------------------------
# * Cursor Left
#--------------------------------------------------------------------------
def cursor_left(wrap)
if @index % 15 > 0
@index -= 1
elsif wrap
@index += 14
end
end
#--------------------------------------------------------------------------
# * Cursor To Decision
#--------------------------------------------------------------------------
def cursor_to_decision
@index = 134
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
last_mode = @mode
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 Input.repeat?(Input::RIGHT)
cursor_right(Input.trigger?(Input::RIGHT))
end
if Input.repeat?(Input::LEFT)
cursor_left(Input.trigger?(Input::LEFT))
end
if Input.trigger?(Input::A)
cursor_to_decision
end
if @index != last_index or @mode != last_mode
Sound.play_cursor
end
update_cursor
end
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@fond.dispose if Adurna::Fond_Inter_Menu
@command_window.dispose
@status_window.dispose
@message_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
update_menu_background
@command_window.update
@status_window.update
@message_window.update
unless $game_message.visible
if @command_window.active
update_command_selection
elsif @status_window.active
update_note_selection
end
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_system.notes_hash.empty? and 0 < @command_window.index and @command_window.index < 4
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when 0 # Item
$scene = Scene_Note.new(true, [])
when 1,2,3 # Skill, equipment, status
start_note_selection
when 4
$scene = Scene_Map.new
end
end
end
#--------------------------------------------------------------------------
# * Start Note Selection
#--------------------------------------------------------------------------
def start_note_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 Note Selection
#--------------------------------------------------------------------------
def end_note_selection
@command_window.active = true
@status_window.active = false
@status_window.index = -1
end
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y, hash, width = 384, height = 416)
super(x, y, width, height)
@hash = hash.keys.dup
@hash.sort!
@column_max = 1
@item_max = @hash.size
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
create_contents
for i in 0...@hash.size
draw_item(i)
end
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
#--------------------------------------------------------------------------
def draw_item(index)
rect = item_rect(index)
self.contents.clear_rect(rect)
if @hash[index] != nil
rect.width -= 4
self.contents.draw_text(rect, @hash[index], 1)
end
end
end
Nie zapomnij o czytaniu konfiguracji. Od linijki 336 Możesz te litery dowolnie zmieniać również na polskie. Już zmieniłam polecenia na nazwy polskie, bo wszystko było po francusku.
Skrypt wywołujesz:
Kod:
$scene = Scene_MenuNote.new
//Edit: Wystarczy zamienić obce litery na jakie chcesz. Nic dalej nie musisz zmieniać. Jak chcesz by był pusty kwadracik to zrób spację
//Edit 13.11.2011 8:08 :
Zapomniałam o grafikach do skryptu:
Spoiler:
Wrzuć do folderu Graphics\Pictures . Strona zmienia nazwy obrazków. Zapisz je jako:
fond.png
livre.png
Dorzucam też moją propozycję z polskimi literami.
Spoiler:
Kod:
#================================================= =============================
# ** Uwaga Dziennik Skillo odbywa się na podstawy i przy wsparciu skrypt Adurna
#================================================= =============================
#================================================= =============================
# ** Moduł Ardurna Wyprodukowano przez Ardurna niniejszym zmieniony przez Skillo
#------------------------------------------------- -----------------------------
# Ten moduł jest używany do konfigurowania systemu zauważa.
#================================================= =============================
# Tłumaczenie poleceń i zmiana liter w pisowniku na polskie przez Avara. Ultimateam.pl
module Adurna
# Tutaj ustawić maksymalną liczbę znaków w nazwie uwagę
# = Liczba Nbr_carac_max_name
Nbr_carac_max_name = 20 #(20 par défaut)
# Tutaj ustawić maksymalną liczbę znaków w notatce
# = Liczba Nbr_carac_max_note
Nbr_carac_max_note = 200 # (200 par défaut)
# Zostaną określone tutaj, jeśli chcesz tło podczas tworzenia lub edytowania notatki.
# Fond_Inter = true / false
Fond_Inter = true
# Tutaj ustawić obraz tła, który pojawia się podczas tworzenia lub edytowania notatki jeśli Fond_Inter = true.
# Tle = "Nazwa obrazu"
Fond = "fond.png"
# Tutaj ustawić przezroczystość okna podczas tworzenia lub edytowania notatki jeśli Fond_Inter = false
# = Liczba Note_Input_opacity
Note_Input_opacity = 200 # (domyślnie 200)
# Zostaną określone tutaj, jeśli chcesz tło w informacji dodatkowej do menu.
# Fond_Inter_Menu = true / false
Fond_Inter_Menu = true
# Tutaj ustawić obraz tła, które pojawią się w informacji dodatkowej do menu, jeśli Fond_Inter_ menu = true.
# Fond_Menu = "Nazwa obrazu"
Fond_Menu = "livre.png"
# Tutaj ustawić przezroczystość menu window = false, jeśli pamiętać, Fond_Inter_Menu
# = Liczba Menu_opacity
Menu_opacity = 200 # (domyślnie 200)
#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
# This class handles system-related data. Also manages vehicles and BGM, etc.
# The instance of this class is referenced by $game_system.
#==============================================================================
class Game_System
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :notes_hash
alias dudu_initialize initialize
def initialize
dudu_initialize
@notes_hash = {}
end
end
#==============================================================================
# ** Scene_Note
# This class create or edit notes.
#==============================================================================
class Scene_Note < Scene_Base
#--------------------------------------------------------------------------
# * Edit Notes Hash Value
#--------------------------------------------------------------------------
def edit_notes_hash_value(key, value)
$game_system.notes_hash[key] = value
end
#--------------------------------------------------------------------------
# * Create Array String
#--------------------------------------------------------------------------
def create_array_string( array)
x = []
for i in 0...array.size
x += array[i].split(//)[0...Adurna::Nbr_carac_max_note]
end
return x
end
#--------------------------------------------------------------------------
# * Return to Original Screen
#--------------------------------------------------------------------------
def return_scene
if @cancel
$scene = Scene_MenuNote.new
elsif @name
note = $game_system.notes_hash[@key]
array = create_array_string(note)
$scene = Scene_Note.new(false, array, @edit, @key)
else
$scene = Scene_MenuNote.new
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
update_menu_background
@edit_window.update
@help_window.update
@input_window.update
if Input.repeat?(Input::B)
if @edit_window.index >= 0 # Not at the left edge
Sound.play_cancel
@edit_window.back
end
elsif Input.trigger?(Input::C) or Input.repeat?(Input::C)
if @input_window.is_decision # If cursor is positioned on [OK]
Sound.play_decision
if @name
note = create_note_array_string(@edit_window.name_array)
if @edit
edit_notes_hash_key(note[0])
else
create_notes_hash_key(note[0])
end
@key = note[0]
return_scene
else
note = create_note_array_string(@edit_window.name_array)
edit_notes_hash_value(@key, note)
return_scene
end
elsif @input_window.is_cancel # If cursor is positioned on [OK]
Sound.play_decision
@cancel = true
return_scene
elsif @input_window.is_reset
Sound.play_decision
@edit_window.restore_default
elsif @input_window.character != "" # If text characters are not empty
if @edit_window.index == @edit_window.max_char # at the right edge
Sound.play_buzzer
else
Sound.play_decision
@edit_window.add(@input_window.character) # Add text character
end
end
end
end
end
#==============================================================================
# ** Window_NoteEdit
#==============================================================================
class Window_NoteEdit < Window_Selectable
attr_reader :name_array # name
attr_reader :index # cursor position
attr_reader :max_char # maximum number of characters
#--------------------------------------------------------------------------
# * Object Initialization
# max_char : maximum number of characters
# array : array
#--------------------------------------------------------------------------
def initialize(max_char, array)
super(0, 56, 545, 114, 0)
@max_char = max_char
@name_array = array.dup # Fit within max length
row_max = max_char/20
@item_max = @max_char
@default_name = []
@column_max = 20
@index = @name_array.size
self.active = false
create_contents
self.contents = Bitmap.new(width - 32, [height - 32, row_max * WLH].max)
refresh
end
#--------------------------------------------------------------------------
# * Return to Default Name
#--------------------------------------------------------------------------
def restore_default
@name_array = @default_name.dup
@index = @name_array.size
refresh
update_cursor
end
#--------------------------------------------------------------------------
# * Add Text Character
# character : text character to be added
#--------------------------------------------------------------------------
def add(character)
if @index < @max_char and character != ""
if @name_array == nil
@name_array.push(character)
else
@name_array[@index] = character
end
@index += 1 if @index +1< @max_char
refresh
update_cursor
end
end
#--------------------------------------------------------------------------
# * Delete Text Character
#--------------------------------------------------------------------------
def back
if @index >= 0
@name_array.delete_at(@index)
@index -= 1 if @index >= 1
refresh
update_cursor
end
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@max_char
c = @name_array[i]
c = '_' if c == nil
self.contents.draw_text(item_rect(i), c, 1)
end
end
end
#--------------------------------------------------------------------------
# * Character
#--------------------------------------------------------------------------
def character
if @index < 133
return TABLE[@mode][@index]
else
return ""
end
end
#--------------------------------------------------------------------------
# * Is Reset
#--------------------------------------------------------------------------
def is_reset
return (@index == 132)
end
#--------------------------------------------------------------------------
# * Is Cancel
#--------------------------------------------------------------------------
def is_cancel
return (@index == 133)
end
#--------------------------------------------------------------------------
# * Is Decision
#--------------------------------------------------------------------------
def is_decision
return (@index == 134)
end
#--------------------------------------------------------------------------
# * Iten Rect
#--------------------------------------------------------------------------
def item_rect(index)
rect = Rect.new(0, 0, 0, 0)
rect.x = index % 15 * 32 + index % 15 / 5 * 16
rect.y = index / 15 * WLH
rect.width = 32
rect.height = WLH
return rect
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0..134
rect = item_rect(i)
rect.x += 2
rect.width -= 4
self.contents.draw_text(rect, TABLE[@mode][i], 1)
end
end
#--------------------------------------------------------------------------
# * Cursor Down
#--------------------------------------------------------------------------
def cursor_down(wrap)
if @index <120
@index += 15
elsif wrap
@index -= 120
end
end
#--------------------------------------------------------------------------
# * Cursor Up
#--------------------------------------------------------------------------
def cursor_up(wrap)
if @index >= 15
@index -= 15
elsif wrap
@index += 120
end
end
#--------------------------------------------------------------------------
# * Cursor Right
#--------------------------------------------------------------------------
def cursor_right(wrap)
if @index % 15 < 14
@index += 1
elsif wrap
@index -= 14
end
end
#--------------------------------------------------------------------------
# * Cursor Left
#--------------------------------------------------------------------------
def cursor_left(wrap)
if @index % 15 > 0
@index -= 1
elsif wrap
@index += 14
end
end
#--------------------------------------------------------------------------
# * Cursor To Decision
#--------------------------------------------------------------------------
def cursor_to_decision
@index = 134
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
last_mode = @mode
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 Input.repeat?(Input::RIGHT)
cursor_right(Input.trigger?(Input::RIGHT))
end
if Input.repeat?(Input::LEFT)
cursor_left(Input.trigger?(Input::LEFT))
end
if Input.trigger?(Input::A)
cursor_to_decision
end
if @index != last_index or @mode != last_mode
Sound.play_cursor
end
update_cursor
end
end
#--------------------------------------------------------------------------
# * Termination Processing
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@fond.dispose if Adurna::Fond_Inter_Menu
@command_window.dispose
@status_window.dispose
@message_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
update_menu_background
@command_window.update
@status_window.update
@message_window.update
unless $game_message.visible
if @command_window.active
update_command_selection
elsif @status_window.active
update_note_selection
end
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_system.notes_hash.empty? and 0 < @command_window.index and @command_window.index < 4
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when 0 # Item
$scene = Scene_Note.new(true, [])
when 1,2,3 # Skill, equipment, status
start_note_selection
when 4
$scene = Scene_Map.new
end
end
end
#--------------------------------------------------------------------------
# * Start Note Selection
#--------------------------------------------------------------------------
def start_note_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 Note Selection
#--------------------------------------------------------------------------
def end_note_selection
@command_window.active = true
@status_window.active = false
@status_window.index = -1
end
#--------------------------------------------------------------------------
# * Object Initialization
# x : window X coordinate
# y : window Y coordinate
#--------------------------------------------------------------------------
def initialize(x, y, hash, width = 384, height = 416)
super(x, y, width, height)
@hash = hash.keys.dup
@hash.sort!
@column_max = 1
@item_max = @hash.size
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
create_contents
for i in 0...@hash.size
draw_item(i)
end
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
#--------------------------------------------------------------------------
def draw_item(index)
rect = item_rect(index)
self.contents.clear_rect(rect)
if @hash[index] != nil
rect.width -= 4
self.contents.draw_text(rect, @hash[index], 1)
end
end
end
Ten skrypt umożliwia samodzielne pisanie notatek przez gracza
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