Witam
Przy dopieszczaniu mojego projektu postanowiłem dodać fajny "battle results" czyli takie podsumowanie po walce. Wszystko pięknie działa, wyświetla poprawnie zdobyte doświadczenie oraz złoto ale problem polega na tym, że nie wyświetla mi zdobytych przedmiotów nawet jeśli szansa na zdobycie czegoś jest równa 100%. Domyślam się, że skrypt czyta tylko przedmiot przypisany w bazie danych. Jest tam tylko możliwość przypisania jednego przedmiotu i szansy na jego zdobycie. Dlatego ja korzystam z multi dropa od Ayene :
A więc moja prośba polega na tym aby ktoś znający się na pisaniu skryptów w jakiś cudownie magiczny sposób o którym ja nie mam bladego pojęcia "połączył" skrypt "Dodatkowe przedmioty za potwory"( ten u góry xD) z moim znalezionym skryptem "battle results" (ten na dole xD) Chodzi mi tylko o to żeby mój "battle results" czytał wszystkie przypisane przedmioty do multidropa od Ayene . Chyba coś takiego powinno być możliwe :p Mam nadzieje, że opisałem dokładnie mój mały problem
Tu niżej znajduje się skrypt "battle results" :
Spoiler:
Kod:
#=================================================================
# ■ Battle Result by A3D Ver. 1.02
# Useful : show battle result in a different way
# Effect to default script : this code will replace methode "start_phase5" & "update_phase5" in Scene_Battle
# How to install : in script editor, insert all the code above main
# Note : this script is for non-commercial use only, give credit if use
# Contact : A3D (hyper_s@hotmail.com)
#=================================================================
#--------------------------------------------------------------------------
# ● After battle phase start
#--------------------------------------------------------------------------
def start_phase5
# It moves to phase 5
@phase = 5
# Performing battle end ME
$game_system.me_play($game_system.battle_end_me)
# You reset to BGM before the battle starting
$game_system.bgm_play($game_temp.map_bgm)
# Initializing EXP, the gold and the treasure
exp = 0
gold = 0
treasures = []
# Loop
for enemy in $game_troop.enemies
# When the enemy hides and it is not state
unless enemy.hidden
# Adding acquisition EXP and the gold
exp += enemy.exp
gold += enemy.gold
# Treasure appearance decision
if rand(100) < enemy.treasure_prob
if enemy.item_id > 0
treasures.push($data_items[enemy.item_id])
end
if enemy.weapon_id > 0
treasures.push($data_weapons[enemy.weapon_id])
end
if enemy.armor_id > 0
treasures.push($data_armors[enemy.armor_id])
end
end
end
end
# Treasure acquisition
for item in treasures
case item
when RPG::Item
$game_party.gain_item(item.id, 1)
when RPG::Weapon
$game_party.gain_weapon(item.id, 1)
when RPG::Armor
$game_party.gain_armor(item.id, 1)
end
end
# Create Variable & Window
@phase5_step = 1
@wait_window_appear = A3D::WAIT_WINDOW_APPEAR
@wait_running_number = A3D::WAIT_RUNNING_NUMBER
@resultreceive_window = Window_ResultReceive.new(exp, gold, treasures)
@resultgold_window = Window_ResultGold.new
@resultparty_window = Window_ResultParty.new
@actor_level_before = []
@resultlevel_window = []
@resultskill_window = []
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
@actor_level_before[i] = actor.level
@resultlevel_window[i] = Window_ResultLevel.new(i)
@resultskill_window[i] = Window_ResultSkill.new(i)
end
end
#--------------------------------------------------------------------------
# ● Update Phase 5
#--------------------------------------------------------------------------
def update_phase5
case @phase5_step
when 1 # EXP & Gold Phase
update_phase5_step1
when 2 # Skill Phase
update_phase5_step2
when 3 # Delete Window Phase
update_phase5_step3
end
end
#--------------------------------------------------------------------------
# ● Update Phase 5 Step 1
#--------------------------------------------------------------------------
def update_phase5_step1
# Wait Count Before Window Appear
if @wait_window_appear > 0
@wait_window_appear -= 1
if @wait_window_appear == 0
@resultreceive_window.visible = true
@resultgold_window.visible = true
@resultparty_window.visible = true
$game_temp.battle_main_phase = false
end
return
end
# Wait Count Before Running Number
if @wait_running_number > 0
@wait_running_number -= 1
return
end
# Change Item Page
if Input.trigger?(Input::RIGHT)
if @resultreceive_window.max_page != 1
$game_system.se_play($data_system.cursor_se)
@resultreceive_window.page = @resultreceive_window.page == 1 ? 2 : 1
@resultreceive_window.refresh
end
end
# EXP & Gold Rolling
if (@resultreceive_window.exp != 0 || @resultreceive_window.gold != 0)
# Input C to Shortcut Calculation
if Input.trigger?(Input::C)
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
level_before = actor.level
actor.exp += @resultreceive_window.exp
if actor.level > level_before
@resultlevel_window[i].visible = true
Audio.se_play("Audio/SE/" + A3D::SE_LEVELUP[0], A3D::SE_LEVELUP[1], A3D::SE_LEVELUP[2])
end
end
$game_party.gain_gold(@resultreceive_window.gold)
@resultreceive_window.exp = 0
@resultreceive_window.gold = 0
@resultreceive_window.refresh
@resultgold_window.refresh
@resultparty_window.refresh
end
# EXP
if @resultreceive_window.exp != 0
step_exp = @resultreceive_window.exp >= A3D::STEP_EXP.abs ? A3D::STEP_EXP.abs : @resultreceive_window.exp
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
if actor.next_rest_exp <= step_exp && actor.next_rest_exp != 0
@resultlevel_window[i].visible = true
Audio.se_play("Audio/SE/" + A3D::SE_LEVELUP[0], A3D::SE_LEVELUP[1], A3D::SE_LEVELUP[2])
end
actor.exp += step_exp
end
@resultreceive_window.exp -= step_exp
@resultreceive_window.refresh
@resultparty_window.refresh
end
# Gold
if @resultreceive_window.gold != 0
step_gold = @resultreceive_window.gold >= A3D::STEP_GOLD.abs ? A3D::STEP_GOLD.abs : @resultreceive_window.gold
$game_party.gain_gold(step_gold)
@resultreceive_window.gold -= step_gold
@resultreceive_window.refresh
@resultgold_window.refresh
end
return
end
# Input C to Bypass Step
if Input.trigger?(Input::C)
@phase5_step = 2
return
end
end
#--------------------------------------------------------------------------
# ● Update Phase 5 Step 2
#--------------------------------------------------------------------------
def update_phase5_step2
# Change Item Page
if Input.trigger?(Input::RIGHT)
if @resultreceive_window.max_page != 1
$game_system.se_play($data_system.cursor_se)
@resultreceive_window.page = @resultreceive_window.page == 1 ? 2 : 1
@resultreceive_window.refresh
end
end
# Initialize Skill Phase
if @initialized_skill_phase == nil
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
for skill in $data_classes[actor.class_id].learnings
if skill.level > @actor_level_before[i] && skill.level <= actor.level
Audio.se_play("Audio/SE/" + A3D::SE_NEWSKILL[0], A3D::SE_NEWSKILL[1], A3D::SE_NEWSKILL[2])
@resultskill_window[i].skill_id = skill.skill_id
@resultskill_window[i].visible = true
@resultskill_window[i].refresh
@skill_phase_active = true
end
end
end
@initialized_skill_phase = true
end
# If Skill Phase Active, Show Window
if @skill_phase_active != nil
if @resultskill_window[0].x != 456
for i in 0...$game_party.actors.size
@resultskill_window[i].x -= 23
end
return
end
else
@phase5_step = 3
return
end
# Input C to Bypass Step
if Input.trigger?(Input::C)
@phase5_step = 3
return
end
end
#--------------------------------------------------------------------------
# ● Update Phase 5 Step 3
#--------------------------------------------------------------------------
def update_phase5_step3
# Delete All Result-Window
@resultreceive_window.dispose
@resultgold_window.dispose
@resultparty_window.dispose
for i in 0...$game_party.actors.size
@resultlevel_window[i].dispose
@resultskill_window[i].dispose
end
battle_end(0)
end
Pomogła: 232 razy Dołączyła: 18 Wrz 2007 Posty: 2424
Wysłany: Sob 14 Lip, 2012 11:10
Tu masz dwa skrypty połączone, więc wyrzuć jeden i drugi:
Spoiler:
Kod:
#=================================================================
# ■ Battle Result by A3D Ver. 1.02
# Useful : show battle result in a different way
# Effect to default script : this code will replace methode "start_phase5" & "update_phase5" in Scene_Battle
# How to install : in script editor, insert all the code above main
# Note : this script is for non-commercial use only, give credit if use
# Contact : A3D (hyper_s@hotmail.com)
#=================================================================
module Ayene
ITEM = {# ID potwora => [%, id przedmiotu],[%, id przedmiotu], itd.]
1 => [[100, 2],[100, 23],[100, 23], ],
2 => [[100, 3],[100, 23]],
}
WEAPON = {# ID potwora => [%, id broni],[%, id broni], itd.]
1 => [[100, 2],[100, 23]],
2 => [[100, 3],[100, 23]],
}
ARMOR = {# ID potwora => [%, id pancerza],[%, id pancerza], itd.]
1 => [[100, 2],[100, 23]],
2 => [[100, 3],[100, 23]],
}
# Maksymalna ilość przedmiotów to 6.
end
#==============================================================================
# Scene_Battle
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# After battle phase start
#--------------------------------------------------------------------------
def start_phase5
@phase = 5
$game_system.me_play($game_system.battle_end_me)
$game_system.bgm_play($game_temp.map_bgm)
exp = 0
gold = 0
treasures = []
for enemy in $game_troop.enemies
unless enemy.hidden
exp += enemy.exp
gold += enemy.gold
if rand(100) < enemy.treasure_prob
if enemy.item_id > 0
treasures.push($data_items[enemy.item_id])
end
if enemy.weapon_id > 0
treasures.push($data_weapons[enemy.weapon_id])
end
if enemy.armor_id > 0
treasures.push($data_armors[enemy.armor_id])
end
end
if Ayene::ITEM.include?(enemy.id)
for i in 0..Ayene::ITEM[enemy.id].size-1
if rand(100) < Ayene::ITEM[enemy.id][i][0]
treasures.push($data_items[Ayene::ITEM[enemy.id][i][1]])
end
end
end
if Ayene::WEAPON.include?(enemy.id)
for i in 0..Ayene::WEAPON[enemy.id].size-1
if rand(100) < Ayene::WEAPON[enemy.id][i][0]
treasures.push($data_weapons[Ayene::WEAPON[enemy.id][i][1]])
end
end
end
if Ayene::ARMOR.include?(enemy.id)
for i in 0..Ayene::ARMOR[enemy.id].size-1
if rand(100) < Ayene::ARMOR[enemy.id][i][0]
treasures.push($data_armors[Ayene::ARMOR[enemy.id][i][1]])
end
end
end
end
end
treasures = treasures[0..5]
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
if actor.cant_get_exp? == false
last_level = actor.level
actor.exp += exp
if actor.level > last_level
@status_window.level_up(i)
end
end
end
$game_party.gain_gold(gold)
for item in treasures
case item
when RPG::Item
$game_party.gain_item(item.id, 1)
when RPG::Weapon
$game_party.gain_weapon(item.id, 1)
when RPG::Armor
$game_party.gain_armor(item.id, 1)
end
end
# Create Variable & Window
@phase5_step = 1
@wait_window_appear = A3D::WAIT_WINDOW_APPEAR
@wait_running_number = A3D::WAIT_RUNNING_NUMBER
@resultreceive_window = Window_ResultReceive.new(exp, gold, treasures)
@resultgold_window = Window_ResultGold.new
@resultparty_window = Window_ResultParty.new
@actor_level_before = []
@resultlevel_window = []
@resultskill_window = []
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
@actor_level_before[i] = actor.level
@resultlevel_window[i] = Window_ResultLevel.new(i)
@resultskill_window[i] = Window_ResultSkill.new(i)
end
end
#--------------------------------------------------------------------------
# ● Update Phase 5
#--------------------------------------------------------------------------
def update_phase5
case @phase5_step
when 1 # EXP & Gold Phase
update_phase5_step1
when 2 # Skill Phase
update_phase5_step2
when 3 # Delete Window Phase
update_phase5_step3
end
end
#--------------------------------------------------------------------------
# ● Update Phase 5 Step 1
#--------------------------------------------------------------------------
def update_phase5_step1
# Wait Count Before Window Appear
if @wait_window_appear > 0
@wait_window_appear -= 1
if @wait_window_appear == 0
@resultreceive_window.visible = true
@resultgold_window.visible = true
@resultparty_window.visible = true
$game_temp.battle_main_phase = false
end
return
end
# Wait Count Before Running Number
if @wait_running_number > 0
@wait_running_number -= 1
return
end
# Change Item Page
if Input.trigger?(Input::RIGHT)
if @resultreceive_window.max_page != 1
$game_system.se_play($data_system.cursor_se)
@resultreceive_window.page = @resultreceive_window.page == 1 ? 2 : 1
@resultreceive_window.refresh
end
end
# EXP & Gold Rolling
if (@resultreceive_window.exp != 0 || @resultreceive_window.gold != 0)
# Input C to Shortcut Calculation
if Input.trigger?(Input::C)
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
level_before = actor.level
actor.exp += @resultreceive_window.exp
if actor.level > level_before
@resultlevel_window[i].visible = true
Audio.se_play("Audio/SE/" + A3D::SE_LEVELUP[0], A3D::SE_LEVELUP[1], A3D::SE_LEVELUP[2])
end
end
$game_party.gain_gold(@resultreceive_window.gold)
@resultreceive_window.exp = 0
@resultreceive_window.gold = 0
@resultreceive_window.refresh
@resultgold_window.refresh
@resultparty_window.refresh
end
# EXP
if @resultreceive_window.exp != 0
step_exp = @resultreceive_window.exp >= A3D::STEP_EXP.abs ? A3D::STEP_EXP.abs : @resultreceive_window.exp
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
if actor.next_rest_exp <= step_exp && actor.next_rest_exp != 0
@resultlevel_window[i].visible = true
Audio.se_play("Audio/SE/" + A3D::SE_LEVELUP[0], A3D::SE_LEVELUP[1], A3D::SE_LEVELUP[2])
end
actor.exp += step_exp
end
@resultreceive_window.exp -= step_exp
@resultreceive_window.refresh
@resultparty_window.refresh
end
# Gold
if @resultreceive_window.gold != 0
step_gold = @resultreceive_window.gold >= A3D::STEP_GOLD.abs ? A3D::STEP_GOLD.abs : @resultreceive_window.gold
$game_party.gain_gold(step_gold)
@resultreceive_window.gold -= step_gold
@resultreceive_window.refresh
@resultgold_window.refresh
end
return
end
# Input C to Bypass Step
if Input.trigger?(Input::C)
@phase5_step = 2
return
end
end
#--------------------------------------------------------------------------
# ● Update Phase 5 Step 2
#--------------------------------------------------------------------------
def update_phase5_step2
# Change Item Page
if Input.trigger?(Input::RIGHT)
if @resultreceive_window.max_page != 1
$game_system.se_play($data_system.cursor_se)
@resultreceive_window.page = @resultreceive_window.page == 1 ? 2 : 1
@resultreceive_window.refresh
end
end
# Initialize Skill Phase
if @initialized_skill_phase == nil
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
for skill in $data_classes[actor.class_id].learnings
if skill.level > @actor_level_before[i] && skill.level <= actor.level
Audio.se_play("Audio/SE/" + A3D::SE_NEWSKILL[0], A3D::SE_NEWSKILL[1], A3D::SE_NEWSKILL[2])
@resultskill_window[i].skill_id = skill.skill_id
@resultskill_window[i].visible = true
@resultskill_window[i].refresh
@skill_phase_active = true
end
end
end
@initialized_skill_phase = true
end
# If Skill Phase Active, Show Window
if @skill_phase_active != nil
if @resultskill_window[0].x != 456
for i in 0...$game_party.actors.size
@resultskill_window[i].x -= 23
end
return
end
else
@phase5_step = 3
return
end
# Input C to Bypass Step
if Input.trigger?(Input::C)
@phase5_step = 3
return
end
end
#--------------------------------------------------------------------------
# ● Update Phase 5 Step 3
#--------------------------------------------------------------------------
def update_phase5_step3
# Delete All Result-Window
@resultreceive_window.dispose
@resultgold_window.dispose
@resultparty_window.dispose
for i in 0...$game_party.actors.size
@resultlevel_window[i].dispose
@resultskill_window[i].dispose
end
battle_end(0)
end
end
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor
def next_rest_exp
return @exp_list[@level+1] > 0 ? (@exp_list[@level+1] - @exp) : 0
end
end
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