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Jaberwocky quest log
Autor Wiadomość
Feniks 




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Dołączył: 04 Wrz 2010
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Wysłany: Nie 10 Cze, 2012 00:24
Jaberwocky quest log
~ Jaberwocky's Quest Log ~


Krótki opis:
Dziennik zadań zawierający funkcje:
~ Podział na niezakończone i zakończone.
~ Ustalenie kilku celów w jednej misji.
(nie wiem czy jest ich więcej, to najbardziej potrzebne)
Jeśli ktoś zrobi własne grafiki, to naprawdę ładny quest log mu wyjdzie.

Autor:
Jaberwocky (edit FGSDF)

Skrypt:
Spoiler:

Kod:
#-------------------------------------------------------------------------------
# Jaberwocky's Quest Log
#
#
#   FGSDF
#-------------------------------------------------------------------------------
class Bitmap
  # Draws an outline around the text,
  # both the outline color and the color of the
  # text inside can be anything.
  def draw_text_outline_custom(x, y, wid, hei, text, align, outlinecolor, insidecolor)
   if $qdata.useoutlines == true
     self.font.color = outlinecolor
      draw_text(x + 1,y + 1,wid,hei,text, align)
      draw_text(x + 1,y - 1,wid,hei,text, align)
      draw_text(x - 1,y - 1,wid,hei,text, align)
      draw_text(x - 1,y + 1,wid,hei,text, align)
   end
   self.font.color = insidecolor
   draw_text(x,y,wid,hei,text, align)
  end
end

class Scene_Quests
  attr_accessor  :questids
  attr_accessor  :command_window
  attr_accessor  :questswitches
  # QSETUP This is the initialize method.
  # It's where you set up which list will load:
  def initialize(list = 1)
     @quest_index = 0
   @currentlist = list
   # Right here. The format is:
   # when A
   #   $qdata = B.new
   #   @questswitches = $game_temp.C
   #
   # A is the number called in $scene = Scene_Quests.new(Number)
   # B is the class name for the list.
   # C is the variable name for the quest list. Don't put the @ part with it here.
   case list
   when 1
      $qdata = Quest_Data.new
     @questswitches = $game_temp.qupdate
   when 2
     $qdata = Quest_Data2.new
     @questswitches = $game_temp.qupdate2
   end
  end
 
  def main
     # Displays the background pictures:
     @backpic = Sprite.new
     @backpic.bitmap = RPG::Cache.picture("Menuback")
   @backpic.z = 990
   @questback = Sprite.new
     @questback.bitmap = RPG::Cache.picture($qdata.backpicture)
     @questback.z = 991
     # Creates the quest list based on how many quests are active on that list:
     questwin = []
   @questids = []
         # QSETUP This is one of the for branches that will need changing once your game is complete.
         # More about that later.
   for i in 1...10000
     if @questswitches[i][0] == true
      questwin.push($qdata.questname[i])
      @questids.push(i)
     end
   end
   if questwin.size == 0
     questwin.push($qdata.questname[0])
     @questids.push(0)
   end
   @command_window = Window_Qmand.new(182, questwin)
     @command_window.index = @quest_index
     @command_window.opacity = 0
   @command_window.z = 1100
   # This makes the window for the description text and objectives:
     @status_window = Quest.new
     @status_window.x = 160
     @status_window.y = 75
   @status_window.z = 1100
     @status_window.opacity = 0
     Graphics.transition
     loop do
      Graphics.update
      Input.update
      update_command
      if $scene != self
         break
      end
     end
     Graphics.freeze
   @command_window.contents.clear
     @command_window.dispose
   @status_window.contents.clear
     @status_window.dispose
     @backpic.dispose
     @questback.dispose
  end

  end
#-------------------------------------------------------------------------------
# Updates the quest data, and switches between lists:
#-------------------------------------------------------------------------------
  def update_command
      if Input.repeat?(Input::UP)
     if @command_window.index == 0
      @command_window.index = @questids.size - 1
     else
      @command_window.index -= 1
     end
     unless @questids.size == 1
      $game_system.se_play($data_system.cursor_se) unless @questids.size == 1
      @status_window.refresh
     end
     end
     if Input.repeat?(Input::DOWN)
     if @command_window.index == @questids.size - 1
      @command_window.index = 0
     else
      @command_window.index += 1
     end
     unless @questids.size == 1
      $game_system.se_play($data_system.cursor_se)
      @status_window.refresh
     end
     end
   if Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
     $scene = Scene_Map.new
     return
   end
  # QSETUP This is where you set up how it switches between lists.
  # If you want to have say, 2 parties, each with different lists,
  # this is where you would set up how it switches between lists.
  # The format is simple:
  # when listnumber
  #   $scene = Scene_Quests.new(list number to switch to)
  #
  # So if lists 1/2 are for the first party, and you want lists 3/4 to be for the second party,
  # You'd just set up list 3 to switch to list 4 and list 4 to switch to list 3.
   if Input.trigger?(Input::LEFT)
   $game_system.se_play($data_system.cursor_se)
   case @currentlist
   when 1
      $scene = Scene_Quests.new(2)
   when 2
     $scene = Scene_Quests.new(1)
   end
   end
   if Input.trigger?(Input::RIGHT)
   $game_system.se_play($data_system.cursor_se)
     case @currentlist
   when 1
      $scene = Scene_Quests.new(2)
   when 2
     $scene = Scene_Quests.new(1)
   end
   end
end
#-------------------------------------------------------------------------------
# This creates the description text and the objectives
# for the the quests in progress. Objectives change colors
# and have an icon next to them.
#-------------------------------------------------------------------------------
class Quest < Window_Base
  def initialize
   super(0, 0, 480, 480)
   self.contents = Bitmap.new(width - 32, height - 32)
     refresh
  end

  def refresh
   self.contents.clear
   y = 0
   for i in 0...$qdata.description[$scene.questids[$scene.command_window.index]].size
     self.contents.draw_text_outline_custom(2, 24 * y, 480, 32, $qdata.description[$scene.questids[$scene.command_window.index]][i],0, $qdata.descoutline, $qdata.desctext)
     y += 1
   end
   for i in 0...$qdata.objectives[$scene.questids[$scene.command_window.index]].size
     y += 1
     if $scene.questswitches[$scene.questids[$scene.command_window.index]][i + 1] == true
      bitmap = RPG::Cache.icon("CompletedIcon")
      self.contents.blt(0, 4 + ( y * 24) , bitmap, Rect.new(0, 0, 18, 18))
      self.contents.draw_text_outline_custom(24, 0 + (y * 24), 456, 24, $qdata.objectives[$scene.questids[$scene.command_window.index]][i], 0, $qdata.compoutline, $qdata.comptext)
     else
      bitmap = RPG::Cache.icon("InProgressIcon")
      self.contents.blt(0, 4 + ( y * 24) , bitmap, Rect.new(0, 0, 18, 18))
      self.contents.draw_text_outline_custom(24, 0 + (y * 24), 456, 24, $qdata.objectives[$scene.questids[$scene.command_window.index]][i], 0, $qdata.incompoutline, $qdata.incomptext)
     end
   end
  end
 
end

#-------------------------------------------------------------------------------
# This is for the list of quests on the left:
#-------------------------------------------------------------------------------
class Window_Qmand < Window_Selectable
  def initialize(width, commands)
     super(-10, 50, width, 380)
   self.contents = Bitmap.new(width - 32, commands.size * 32)
     @commands = commands
   @item_max = @commands.size
   self.index = 0
     refresh
  end
 
  def refresh
     self.contents.clear
     for i in 0...@commands.size
      self.contents.draw_text_outline_custom(0, 32 * i, self.contents.width, 32,@commands[i],1, $qdata.menuoutline, $qdata.menutext)
     end
  end
 
end

class Game_Temp
  # QSETUP This is where you add the variables that control the quests on the lists.
  attr_accessor :qupdate
  attr_accessor :qupdate2
  # You'll need one of these for every list. The script is setup by default to
  # use qupdate for the first list and qupdate2 for the second.
  #You can change these if you want.
  alias asdfghjkl initialize
  def initialize
   asdfghjkl
   # You'll need to add any new quest variables here, like this:
   @qupdate = []
   @qupdate2 = []
   for i in 0...10000
     # And here, too, like this:
     @qupdate[i] = []
     @qupdate2[i] = []
   end
   # That 10000 there is the maximum number of quests per list.
   # Once your game is completely finished, count the number of quests on each list.
   # There'll be a for loop like this in each of the quest lists.
   # Replace the 10000 there with the number of quests on the list.
   # This will lower the amount of time it takes to read the list.
   # Do the same to the 10000 both here and in the main method up at the top,
         # with the highest number of quests your lists have.
  end

end

class Scene_Save < Scene_File
 
  alias qwertyuiop write_save_data
  def write_save_data(file)
   qwertyuiop(file)
   # QSETUP You'll need to add any new quest variables here, too, like this:
   Marshal.dump($game_temp.qupdate, file)
   Marshal.dump($game_temp.qupdate2, file)
  end

end

class Scene_Load < Scene_File

  alias zxcvbnm read_save_data
  def read_save_data(file)
   zxcvbnm(file)
   # QSETUP Also need to add any new quest variable here, like this:
   $game_temp.qupdate = Marshal.load(file)
   $game_temp.qupdate2 = Marshal.load(file)
  end

end

#-------------------------------------------------------------------------------
# This class holds all the data for the quests.
# If you want a new quest, add it in here.
# This is the class name. If you add another list, you need a different class name.
# It's a good idea to just use Quest_Data2/3/4/5/6/etc...
class Quest_Data
  attr_accessor :description, :questname, :objectives,
            :useoutlines, :descoutline, :desctext, :incompoutline,
            :incomptext, :compoutline, :comptext, :menuoutline,
            :menutext, :backpicture
  def initialize
   @questname = []
   @description = []
   @objectives = []
   for i in 0...10000
     @description[i] = []
     @objectives[i] = []
   end
# These are options you can change:
# These control the colors of the text.
# The code for this is:
# Color.new(Amount of Red, Amount of Green, Amount of Blue, Opacity)
# Each of these can be set from 0-255, 255 being the highest.
@useoutlines = true# Set to false if you don't want the text to have an outline
@descoutline = Color.new (0, 0, 0, 255)# Outline color for description text
@desctext = Color.new (255, 255, 255, 255)# Text color for description text
@incompoutline = Color.new(0, 0, 0, 255)# Outline color for incomplete objectives
@incomptext = Color.new(255, 0, 0, 255)# Text color for incomplete objectives
@compoutline = Color.new(0, 0, 0, 255)# Outline color for completed objectives
@comptext = Color.new(0, 255, 0, 255)# Text color for completed objectives
@menuoutline = Color.new(0, 0, 0, 255)# Outline color the in progress list
@menutext = Color.new(255, 255, 255, 255)# Text color for the in progress list
#-------------------------------------------------------------------------------
# This is the filename of the background picture for quests in progress:
@backpicture = "InProgressQuestScroll"
# It needs to be placed in the Graphics/Pictures folder.
#-------------------------------------------------------------------------------
# This is the data that is displayed when there are no quests active.
# I'll be using it to explain how to set up a quest, too:
   @questname[0] = "Brak zadań" # This will be the name of your quest.
#   This is the description for the quest. The format is:
#   @description[quest number] = ["line 1", "line 2", "line 3", "etc..."]
#   Note that if you have too many lines of description you can run out of room
#   for objectives.
   @description[0] = ["Obecnie nie mam żadnych zadań do wykonania."]
#   The format is the same for @objectives if the quest has any.
#-------------------------------------------------------------------------------
   # Quest 1
   @questname[1] = "Odpocznij!"
   @description[1] = ["Po ciężkiej bitwie z wilkami, nie jestem wstanie",
                  "dalej walczyć... Muszę wrócić do domu, położyć się",
                  "do łóżka i odpocząć."]
   @objectives[1] = ["-Wróć do domu",
                 "-Odpocznij"]   
  end
end

#-------------------------------------------------------------------------------
# This class holds all the data for the quests.
# If you want a new quest, add it in here.
# This is the class name. If you add another list, you need a different class name.
# It's a good idea to just use Quest_Data2/3/4/5/6/etc...
class Quest_Data2
  attr_accessor :description, :questname, :objectives,
            :useoutlines, :descoutline, :desctext, :incompoutline,
            :incomptext, :compoutline, :comptext, :menuoutline,
            :menutext, :backpicture
  def initialize
   @questname = []
   @description = []
   @objectives = []
   for i in 0...10000
     @description[i] = []
     @objectives[i] = []
   end
# These are options you can change:
# These control the colors of the text.
# The code for this is:
# Color.new(Amount of Red, Amount of Green, Amount of Blue, Opacity)
# Each of these can be set from 0-255, 255 being the highest.
@useoutlines = true# Set to false if you don't want the text to have an outline
@descoutline = Color.new (0, 0, 0, 255)# Outline color for description text
@desctext = Color.new (255, 255, 255, 255)# Text color for description text
@incompoutline = Color.new(0, 0, 0, 255)# Outline color for incomplete objectives
@incomptext = Color.new(255, 0, 0, 255)# Text color for incomplete objectives
@compoutline = Color.new(0, 0, 0, 255)# Outline color for completed objectives
@comptext = Color.new(0, 255, 0, 255)# Text color for completed objectives
@menuoutline = Color.new(0, 0, 0, 255)# Outline color the in progress list
@menutext = Color.new(255, 255, 255, 255)# Text color for the in progress list
#-------------------------------------------------------------------------------
# This is the filename of the background picture for quests in progress:
@backpicture = "CompletedQuestScroll"
# It needs to be placed in the Graphics/Pictures folder.
#-------------------------------------------------------------------------------
# This is the data that is displayed when there are no quests active.
# I'll be using it to explain how to set up a quest, too:
   @questname[0] = "" # This will be the name of your quest.
#   This is the description for the quest. The format is:
#   @description[quest number] = ["line 1", "line 2", "line 3", "etc..."]
#   Note that if you have too many lines of description you can run out of room
#   for objectives.
   @description[0] = ["Brak ukończonych zadań"]
#   The format is the same for @objectives if the quest has any.
#-------------------------------------------------------------------------------
   # Quest 1
   @questname[1] = "Odpocznij!"
   @description[1] = ["Po ciężkiej bitwie z wilkami, nie jestem wstanie",
                  "dalej walczyć... Muszę wrócić do domu, położyć się",
                  "do łóżka i odpocząć."]
   @objectives[1] = []   
   
  end
end


Screeny:
Spoiler:






Demo:




Dodatkowe informacje:
Pierwotna wersja skryptu tutaj:
http://save-point.org/thread-1872.html
(wystarczyło dobrze napisać Jaberwocky's quest log i znalazło od razu)

W demie edytowana jest scene_map:
Spoiler:

Kod:
#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs map screen processing.
#==============================================================================

class Scene_Map
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Make sprite set
    @spriteset = Spriteset_Map.new
    # Make message window
    @message_window = Window_Message.new
    # Transition run
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of sprite set
    @spriteset.dispose
    # Dispose of message window
    @message_window.dispose
    # If switching to title screen
    if $scene.is_a?(Scene_Title)
      # Fade out screen
      Graphics.transition
      Graphics.freeze
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Loop
    loop do
      # Update map, interpreter, and player order
      # (this update order is important for when conditions are fulfilled
      # to run any event, and the player isn't provided the opportunity to
      # move in an instant)
      $game_map.update
      $game_system.map_interpreter.update
      $game_player.update
      # Update system (timer), screen
      $game_system.update
      $game_screen.update
      # Abort loop if player isn't place moving
      unless $game_temp.player_transferring
        break
      end
      # Run place move
      transfer_player
      # Abort loop if transition processing
      if $game_temp.transition_processing
        break
      end
    end
    # Update sprite set
    @spriteset.update
    # Update message window
    @message_window.update
    # If game over
    if $game_temp.gameover
      # Switch to game over screen
      $scene = Scene_Gameover.new
      return
    end
    # If returning to title screen
    if $game_temp.to_title
      # Change to title screen
      $scene = Scene_Title.new
      return
    end
    # If transition processing
    if $game_temp.transition_processing
      # Clear transition processing flag
      $game_temp.transition_processing = false
      # Execute transition
      if $game_temp.transition_name == ""
        Graphics.transition(20)
      else
        Graphics.transition(40, "Graphics/Transitions/" +
          $game_temp.transition_name)
      end
    end
    # If showing message window
    if $game_temp.message_window_showing
      return
    end
    # If encounter list isn't empty, and encounter count is 0
    if $game_player.encounter_count == 0 and $game_map.encounter_list != []
      # If event is running or encounter is not forbidden
      unless $game_system.map_interpreter.running? or
             $game_system.encounter_disabled
        # Confirm troop
        n = rand($game_map.encounter_list.size)
        troop_id = $game_map.encounter_list[n]
        # If troop is valid
        if $data_troops[troop_id] != nil
          # Set battle calling flag
          $game_temp.battle_calling = true
          $game_temp.battle_troop_id = troop_id
          $game_temp.battle_can_escape = true
          $game_temp.battle_can_lose = false
          $game_temp.battle_proc = nil
        end
      end
    end

    # If Z button was pressed
    if Input.trigger?(Input::Z)
      unless $game_system.map_interpreter.running? or $game_system.menu_disabled
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Quests.new
      end
    end

    # If B button was pressed
    if Input.trigger?(Input::B)
      # If event is running, or menu is not forbidden
      unless $game_system.map_interpreter.running? or
             $game_system.menu_disabled
        # Set menu calling flag or beep flag
        $game_temp.menu_calling = true
        $game_temp.menu_beep = true
      end
    end
    # If debug mode is ON and F9 key was pressed
    if $DEBUG and Input.press?(Input::F9)
      # Set debug calling flag
      $game_temp.debug_calling = true
    end
    # If player is not moving
    unless $game_player.moving?
      # Run calling of each screen
      if $game_temp.battle_calling
        call_battle
      elsif $game_temp.shop_calling
        call_shop
      elsif $game_temp.name_calling
        call_name
      elsif $game_temp.menu_calling
        call_menu
      elsif $game_temp.save_calling
        call_save
      elsif $game_temp.debug_calling
        call_debug
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Battle Call
  #--------------------------------------------------------------------------
  def call_battle
    # Clear battle calling flag
    $game_temp.battle_calling = false
    # Clear menu calling flag
    $game_temp.menu_calling = false
    $game_temp.menu_beep = false
    # Make encounter count
    $game_player.make_encounter_count
    # Memorize map BGM and stop BGM
    $game_temp.map_bgm = $game_system.playing_bgm
    $game_system.bgm_stop
    # Play battle start SE
    $game_system.se_play($data_system.battle_start_se)
    # Play battle BGM
    $game_system.bgm_play($game_system.battle_bgm)
    # Straighten player position
    $game_player.straighten
    # Switch to battle screen
    $scene = Scene_Battle.new
  end
  #--------------------------------------------------------------------------
  # * Shop Call
  #--------------------------------------------------------------------------
  def call_shop
    # Clear shop call flag
    $game_temp.shop_calling = false
    # Straighten player position
    $game_player.straighten
    # Switch to shop screen
    $scene = Scene_Shop.new
  end
  #--------------------------------------------------------------------------
  # * Name Input Call
  #--------------------------------------------------------------------------
  def call_name
    # Clear name input call flag
    $game_temp.name_calling = false
    # Straighten player position
    $game_player.straighten
    # Switch to name input screen
    $scene = Scene_Name.new
  end
  #--------------------------------------------------------------------------
  # * Menu Call
  #--------------------------------------------------------------------------
  def call_menu
    # Clear menu call flag
    $game_temp.menu_calling = false
    # If menu beep flag is set
    if $game_temp.menu_beep
      # Play decision SE
      $game_system.se_play($data_system.decision_se)
      # Clear menu beep flag
      $game_temp.menu_beep = false
    end
    # Straighten player position
    $game_player.straighten
    # Switch to menu screen
    $scene = Scene_Menu.new
  end
  #--------------------------------------------------------------------------
  # * Save Call
  #--------------------------------------------------------------------------
  def call_save
    # Straighten player position
    $game_player.straighten
    # Switch to save screen
    $scene = Scene_Save.new
  end
  #--------------------------------------------------------------------------
  # * Debug Call
  #--------------------------------------------------------------------------
  def call_debug
    # Clear debug call flag
    $game_temp.debug_calling = false
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Straighten player position
    $game_player.straighten
    # Switch to debug screen
    $scene = Scene_Debug.new
  end
  #--------------------------------------------------------------------------
  # * Player Place Move
  #--------------------------------------------------------------------------
  def transfer_player
    # Clear player place move call flag
    $game_temp.player_transferring = false
    # If move destination is different than current map
    if $game_map.map_id != $game_temp.player_new_map_id
      # Set up a new map
      $game_map.setup($game_temp.player_new_map_id)
    end
    # Set up player position
    $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y)
    # Set player direction
    case $game_temp.player_new_direction
    when 2  # down
      $game_player.turn_down
    when 4  # left
      $game_player.turn_left
    when 6  # right
      $game_player.turn_right
    when 8  # up
      $game_player.turn_up
    end
    # Straighten player position
    $game_player.straighten
    # Update map (run parallel process event)
    $game_map.update
    # Remake sprite set
    @spriteset.dispose
    @spriteset = Spriteset_Map.new
    # If processing transition
    if $game_temp.transition_processing
      # Clear transition processing flag
      $game_temp.transition_processing = false
      # Execute transition
      Graphics.transition(20)
    end
    # Run automatic change for BGM and BGS set on the map
    $game_map.autoplay
    # Frame reset
    Graphics.frame_reset
    # Update input information
    Input.update
  end
end


Potrzebne grafiki:
*Ikony*(można zrobić własne, wystarczy tak samo nazwać)
Spoiler:







Upload with www.tinypic.com


*Obrazki*(można zrobić własne, wystarczy tak samo nazwać)
Spoiler:










Upload with www.tinypic.com


(Pozostałe serwery do ściągnięcia dema:
http://www.sendspace.com/file/7vah9d
http://www.fileserve.com/file/DQB3xBs/Jaberwocky
Demo by DC, upload by Feniks)

Komendy:(znane mi)
Spoiler:

Aby dodać zadanie do dziennika:
Kod:
$game_temp.qupdate[numer_zadania][0] =
true

Aby dodać wykonane polecenie:
Kod:
$game_temp.qupdate[Numer_zadania][Numer_polecenia] =
true

Aby dodać zadanie do wykonanych:
Kod:
$game_temp.qupdate2[Numer_zadania][0] =
true

Aby usunąć quest z niezakończonych:
Kod:
$game_temp.qupdate[Numer_Zadania][0] = -1



Jaberwockys_Quest_Log.rar
Pobierz Plik ściągnięto 635 raz(y) 741,31 KB

________________________

Ostatnio zmieniony przez Nhadala Czw 26 Lip, 2012 14:30, w całości zmieniany 2 razy  
 
 
RalofTemerczyk 




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Pomógł: 2 razy
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Wysłany: Nie 10 Cze, 2012 13:38
Szukałem tego skryptu i szukałem. NARESZCIE!!!
________________________
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PLANY:
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lolek 




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Świetny Dziennik. Dzięki Feniks!
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aragorn7015 




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Pomógł: 15 razy
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Wysłany: Sro 13 Cze, 2012 14:33
Fenix co mam zrobić gdy włączam grę daję nowa gra pokazuje się error: SyntaxError occured while running script. Nie mam żadnych innych skryptów... Daję nowe zdarzenie wpisuje dodaj zadanie ten kod
$game_temp.qupdate[1][Co mam tu wpisać?] = true

To się własnie tamten error pokazuje...
________________________
Jeśli pomogłem, daj
Spoiler:

POMÓGŁ



Uwielbiam się bawić na zdarzeniach w VX-ie... Więc jeśli masz jakieś pytanie jak coś zrobić na zdarzeniach to napisz. Jeśli będę wiedział to odpowiem
 
 
 
Feniks 




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ściągnij demo, zrób wszystko jak tam. I nic masz tam nie wpisywać.
Poza tym ty tworzysz w XP czy VX(profil preferowany: VX) Zdecyduj się. Na VX ci nie pójdzie.
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Ultimaq 




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I git majonez. Teraz gra będzie stu procentowo lepsza. Pozdrawiam :)
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=)
http://www.wupload.com/file/2682945417/Lactos.rar
 
 
 
kolkav5 




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Bardzo fajny skrypcik, ale jakieś literki nie wyraźne.
Weź Rutinoskorbin !
:lartarin: :wyśmiewacz:
________________________
Jeśli pomogłem daj "Pomógł"

Bardzo proszę oceniajcie http://www.ultimateam.pl/viewtopic.php?t=9314

Znowu Powracam!
 
 
Matikun 




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Dołączył: 08 Cze 2012
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Wysłany: Wto 26 Cze, 2012 18:18
Bardzo fajny skrypcik na pewno mi się przyda, tylko obrazki trochę przerobię, bo jakieś takie dziwne ^^
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Feniks 




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Cytat:
tylko obrazki trochę przerobię, bo jakieś takie dziwne ^^

Naturalnie :)

Cieszę się, że skrypt się przydaje, jak na razie skromnej ilości osób :-P
Jak znajdę jeszcze jakieś skrypty, na pewno nie omieszkam umieścić na forum :->

Pozdrawiam ;-)
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Saitonashi 



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Dołączył: 21 Lut 2011
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Ja mam problem :( po wklejeniu skryptu po naciśnięciu "D" na klawiaturze, nie wyskakuje Quest Log. ;\ Co może być nie tak?? Mam polską wersje z Twierdzy.
 
 
 
Feniks 




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A podmieniłeś scene_map?
Dziennik wywołujesz: $scene = Scene_Quests.new
Możesz zawsze szukać skryptów na klawisze i pokombinować. Jeśli nic z tych rzeczy nie zadziała, to wiń tylko siebie za posiadanie polskiej wersji.

Edit:
Z nieznanych mi powodów plik został usunięty z serwera sendspace.com - nie przeze mnie, raczej przez sam serwer. Całe szczęście nie powinno to przeszkodzić w ściąganiu przez was owego skryptu. Życzę owocnych i udanych prac, oraz ciekawie napisanych zadań w owym dzienniku zadań. Pozdrawiam :przytul:

Edit2:
Mały błąd, a raczej niedopatrzenie w komendzie na dodanie zadania do wykonanych, wystarczy dodać 2 na koniec qupdate.


Kod:
$game_temp.qupdate2[Numer_zadania][0] =
true


Tak to wygląda poprawnie, proszę o aktualizacje tylko tej linijki z kodem.
________________________

Ostatnio zmieniony przez Nhadala Czw 19 Lip, 2012 09:14, w całości zmieniany 1 raz  
 
 
Alancaer 



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Dołączył: 24 Gru 2011
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Wysłany: Nie 14 Paź, 2012 21:48
Witam :P

Mam problem. Dziennik działa normalnie, tylko jeśli nie ma w nim żadnych zadań. Gdy dodam zadanie komendą:
$game_temp.qupdate[1] =
true
i włączę dziennik, wyświetla się błąd:
????? 'qest log' ? 65 ??? NoMethodError ???????? undefined method '[]' for true:TrueClass
Gdy otwieram edytor skryptów, kursor pojawia się przy 65 linijce w której mam niezmiennie napisane:
if @questswitches[i][0] == true

Proszę o pomoc! Skrypt ciekawy, nieźle urozmaici grę, więc chciałbym go wykorzystać w moim projekcie. Dziękuję za fatygę :D


Edit:

Jakby co, demo nie działa poniewaź jest jakaś niezgodność z programem. Mam polskiego makera, chyba z twierdzy.
 
 
Ayene 




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Alancaer, zapoznaj się z tutorialem :arrow: http://www.ultimateam.pl/viewtopic.php?t=2352
nie powinno być:
Kod:
$game_temp.qupdate[1] = true

tylko:
Kod:
$game_temp.qupdate[1][0] = true
________________________


 
 
 
Alancaer 



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Wcześniej sam na to wpadłem, ale dzięki za fatygę ;-)
 
 
Trzynasty 



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Dołączył: 12 Mar 2013
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Wysłany: Czw 21 Mar, 2013 18:44
Help !! ;-(
Wszystko było pięknie do czasu, aż chciałem sprawdzić wykonane zadanie. Błąd line 9:
Cytat:
draw_text(x + 1,y + 1,wid,hei,text, align)

To jest ten błąd.

Pewnie przez wersje..., bo dodałem nowe misje i mam lipe :-/
________________________
Spoiler:

Dla mnie Biały jest Czarny, a Czarny Biały.


 
 
 
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