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Zamknięty przez: Nhadala Pią 09 Lip, 2010 10:44
PoszukujÄ skryptu... (WAĹťNE)
Autor
Wiadomość
CreeperCrisis
Preferowany:
Pomógł: 32 razy Dołączył: 01 Maj 2010 Posty: 395
Wysłany: Sob 03 Lip, 2010 11:27
PoszukujÄ skryptu... (WAĹťNE)
PoszukujÄ skryptu...
ZamĂłwienie:
ChciaĹbym, aby w menu, miÄdzy "ITEM ", a "SKILL ", znajdowaĹa siÄ zakĹadka "CLASS ", gdzie mĂłgĹbym zmieniaÄ klasÄ postaci. Nie chcÄ typowego zdarzenia jak "KAMIEĹ KLAS " w "UTOPIA ".
Nagroda:
P omĂłgĹ
Asantos
Preferowany:
Ranga RM:
Pomógł: 15 razy Dołączył: 31 Sty 2010 Posty: 236 Skąd: Gniezno
Wysłany: Sob 03 Lip, 2010 16:08
No dziÄki za dopisek "kamienia klas"
Co do nagrody. ILE RAZY MAM POWTARZAÄ, ABY NIE PROSIÄ SIÄ O PLUSY ANI ICH NIE OBIECYWAÄ! To Wasza sprawa, czy je komuĹ dacie, czy teĹź nie. WiÄc jeszcze raz apelujÄ o zaprzestanie tego.
________________________ Rebelianci ĹÄ
czcie siÄ!
PaKiTos
Preferowany:
Ranga RM:
Pomógł: 16 razy Dołączył: 05 Lis 2009 Posty: 359 Skąd: spytaj innych
Wysłany: Nie 04 Lip, 2010 12:24
Spoiler:
Kod: #==============================================================================
# >>Zmiana klasy<<
#------------------------------------------------------------------------------
# By PaKiTos
#dla ultimateam.pl
#==============================================================================
class Scene_Menu < Scene_Base
#--------------------------------------------------------------------------
# moĹźesz se dodaÄ komendy:
#ja bÄdÄ opiswaÄ
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
#
#--------------------------------------------------------------------------
def start
super
create_menu_background
create_command_window
@gold_window = Window_Gold.new(0, 360)
@status_window = Window_MenuStatus.new(160, 0)
end
#--------------------------------------------------------------------------
#
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@command_window.dispose
@gold_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
#
#--------------------------------------------------------------------------
def update
super
update_menu_background
@command_window.update
@gold_window.update
@status_window.update
if @command_window.active
update_command_selection
elsif @status_window.active
update_actor_selection
end
end
#--------------------------------------------------------------------------
# KOMENDY
#--------------------------------------------------------------------------
def create_command_window
s1 = Vocab::item
s2 = "Klasa" # nowa zakĹadka
s3 = Vocab::skill
s4 = Vocab::equip
s5 = Vocab::status
s6 = Vocab::save
s7 = Vocab::game_end
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
@command_window.index = @menu_index
if $game_party.members.size == 0
@command_window.draw_item(0, false)
@command_window.draw_item(1, false)
@command_window.draw_item(2, false)
@command_window.draw_item(3, false)
@command_window.draw_item(4, false)
end
if $game_system.save_disabled
@command_window.draw_item(5, false)
end
end
#--------------------------------------------------------------------------
# waĹźne
#--------------------------------------------------------------------------
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 # przedmioty
$scene = Scene_Item.new
when 1 # klasa
$scene = Scene_Class.new
when 2,3,4 # inne
start_actor_selection
when 5 # zapis
$scene = Scene_File.new(true, false, false)
when 6 # wyjscie
$scene = Scene_End.new
end
end
end
#--------------------------------------------------------------------------
#
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
#
#--------------------------------------------------------------------------
def end_actor_selection
@command_window.active = true
@status_window.active = false
@status_window.index = -1
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 2 # スキル
$scene = Scene_Skill.new(@status_window.index)
when 3 # 装備
$scene = Scene_Equip.new(@status_window.index)
when 4 # ステータス
$scene = Scene_Status.new(@status_window.index)
end
end
end
end
#TERAZ WAĹťNE
class Scene_Class < Scene_Base
#--------------------------------------------------------------------------
#
#
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
#
#--------------------------------------------------------------------------
def start
super
create_menu_background
create_command_window
@gold_window = Window_Gold.new(0, 360)
end
#--------------------------------------------------------------------------
#
#--------------------------------------------------------------------------
def terminate
super
dispose_menu_background
@command_window.dispose
@gold_window.dispose
end
#--------------------------------------------------------------------------
#
#--------------------------------------------------------------------------
def update
super
update_menu_background
@command_window.update
@gold_window.update
if @command_window.active
update_command_selection
elsif @status_window.active
update_actor_selection
end
end
#--------------------------------------------------------------------------
# KOMENDY
#--------------------------------------------------------------------------
def create_command_window
s1 = "Wojownik"
s2 = "Mag"
s3 = "Ĺowca"
s4 = "Paladyn"
s5 = "WrĂłÄ"
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5])
@command_window.index = @menu_index
if $game_party.members.size == 0
@command_window.draw_item(0, false)
@command_window.draw_item(1, false)
@command_window.draw_item(2, false)
@command_window.draw_item(3, false)
@command_window.draw_item(4, false)
end
if $game_system.save_disabled
@command_window.draw_item(5, false)
end
end
#--------------------------------------------------------------------------
# waĹźne
#--------------------------------------------------------------------------
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 1
$game_switches[1] = true
$game_switches[2] = false
$game_switches[3] = false
$game_switches[4] = false
$scene = Scene_Map.new
when 2
$game_switches[1] = false
$game_switches[2] = true
$game_switches[3] = false
$game_switches[4] = false
$scene = Scene_Map.new
when 3
$game_switches[1] = false
$game_switches[2] = false
$game_switches[3] = true
$game_switches[4] = false
$scene = Scene_Map.new
when 4
$game_switches[1] = false
$game_switches[2] = false
$game_switches[3] = false
$game_switches[4] = true
$scene = Scene_Map.new
when 5
$scene = Scene_Menu.new
end
end
end
#--------------------------------------------------------------------------
#
#--------------------------------------------------------------------------
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
#--------------------------------------------------------------------------
#
#--------------------------------------------------------------------------
def end_actor_selection
@command_window.active = true
@status_window.active = false
@status_window.index = -1
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 2 # スキル
$scene = Scene_Skill.new(@status_window.index)
when 3 # 装備
$scene = Scene_Equip.new(@status_window.index)
when 4 # ステータス
$scene = Scene_Status.new(@status_window.index)
end
end
end
end
Jedyna rzecz do zrobienia to typowe zdarzenie.
Warunek: przeĹÄ
cznik 1 jest ON:
zmieĹ klasÄ
itd. dla piewszych 4 przeĹÄ
cznikĂłw.
________________________ po co to kopiujesz? ;d
Spoiler:
Fakty:
1.Widzisz mĂłj podpis
2.JesteĹ w internecie
3.Czytasz
4.Siedzisz przy komputerze
5.JesteĹ na UltimaForum
6.TwĂłj nick to Gość
kiedys tu bylo fajniej... coz gospoda rma forever
chwala tym ktorzy nadal robia w 2k
Viuu
Project-Ayus
Preferowany:
Pomógł: 15 razy Dołączył: 21 Maj 2010 Posty: 106 Skąd: GdaĹsk
Wysłany: Czw 08 Lip, 2010 18:25
SprawdĹş to DemoYez .
CreeperCrisis
Preferowany:
Pomógł: 32 razy Dołączył: 01 Maj 2010 Posty: 395
Wysłany: Czw 08 Lip, 2010 21:38
Darknesss , wow, gdzie znalazĹeĹ demo ze skryptami "Yanfly" O jezu. DziÄks za pomoc.
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