|
| | Livre des objet deja utiliser ou acheter. | |
| | Auteur | Message |
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Joey Acrobate
Nombre de messages : 154 Age : 33 Projet(s) en cours : Rise Niveau Rpg Maker : Passable Jeux Préférés : Donjons et Dragons , NWN ... Date d'inscription : 22/07/2007
| Sujet: Livre des objet deja utiliser ou acheter. Ven 24 Aoû 2007, 14:14 | |
| Nom du Script: Scene_ItemBook. Déscription: Cela vous permettra de créer un livre, qui vous dira quels objets vous avez possédé depuis le début, et combien de fois. Details: Ce script est un peu long. Créez un script appellé "Scene_ItemBook" et collez ce code, ces codes sont à coller à la suite du premier ci dessous: - Code:
-
module Item_Book_Config SHOW_COMPLETE_TYPE = 3
FIRST_EQUIP_ADD = true end
class Data_ItemBook attr_reader :item_kind_name attr_reader :weapon_kind_name attr_reader :armor_kind_name attr_reader :kind_row attr_reader :item_id_data attr_reader :weapon_id_data attr_reader :armor_id_data attr_reader :item_kind_element_name attr_reader :weapon_kind_element_name attr_reader :armor_kind_element_name #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize
# ↓以下、設定用のいろいろ @item_kind_name = ["objet"] @weapon_kind_name = ["arme"] @armor_kind_name = ["protection"] @kind_row = ["objet", "arme", "protection"] @item_kind_element_name = [] @weapon_kind_element_name = [] @armor_kind_element_name = [] # ↑ココまで
@item_id_data = item_book_id_set @weapon_id_data = weapon_book_id_set @armor_id_data = armor_book_id_set end #-------------------------------------------------------------------------- # ● 指定された種類表示名の情報を返す #-------------------------------------------------------------------------- def kind_search(name) if @item_kind_name.include?(name) return [0, @item_kind_name.index(name)] elsif @weapon_kind_name.include?(name) return [1, @weapon_kind_name.index(name)] elsif @armor_kind_name.include?(name) return [2, @armor_kind_name.index(name)] end end #-------------------------------------------------------------------------- # ● 図鑑用登録無視属性取得 #-------------------------------------------------------------------------- def no_add_element no_add = 0 # 登録無視の属性IDを取得 for i in 1...$data_system.elements.size if $data_system.elements[i] =~ /図鑑登録無効/ no_add = i break end end return no_add end
#-------------------------------------------------------------------------- # ● 指定された属性名のIDを返す #-------------------------------------------------------------------------- def element_search(element_name) return nil if element_name == nil for i in 1...$data_system.elements.size if $data_system.elements[i] =~ /^#{element_name}/ return i end end end
#-------------------------------------------------------------------------- # ● 図鑑用アイテムID設定 #-------------------------------------------------------------------------- def item_book_id_set data = [] no_add = no_add_element if @item_kind_element_name.size == 0 data[0] = [0] for i in 1...$data_items.size item = $data_items[i] next if item.name == "" next if item.element_set.include?(no_add) data[0].push(item.id) end else for i in [email]0...@item_kind_element_name.size[/email] data[i] = [0] element_id = element_search(@item_kind_element_name[i]) for j in 1...$data_items.size item = $data_items[j] next if item.name == "" next if item.element_set.include?(no_add) if item.element_set.include?(element_id) data[i].push(item.id) end end end end return data end #-------------------------------------------------------------------------- # ● 図鑑用武器ID設定 #-------------------------------------------------------------------------- def weapon_book_id_set data = [] no_add = no_add_element if @weapon_kind_element_name.size == 0 data[0] = [0] for i in 1...$data_weapons.size item = $data_weapons[i] next if item.name == "" next if item.element_set.include?(no_add) data[0].push(item.id) end else for i in [email]0...@weapon_kind_element_name.size[/email] data[i] = [0] element_id = element_search(@weapon_kind_element_name[i]) for j in 1...$data_weapons.size item = $data_weapons[j] next if item.name == "" next if item.element_set.include?(no_add) if item.element_set.include?(element_id) data[i].push(item.id) end end end end return data end #-------------------------------------------------------------------------- # ● 図鑑用防具ID設定 #-------------------------------------------------------------------------- def armor_book_id_set data = [] no_add = no_add_element if @armor_kind_element_name.size == 0 data[0] = [0] for i in 1...$data_armors.size item = $data_armors[i] next if item.name == "" next if item.guard_element_set.include?(no_add) data[0].push(item.id) end else for i in [email]0...@armor_kind_element_name.size[/email] data[i] = [0] element_id = element_search(@armor_kind_element_name[i]) for j in 1...$data_armors.size item = $data_armors[j] next if item.name == "" next if item.guard_element_set.include?(no_add) if item.guard_element_set.include?(element_id) data[i].push(item.id) end end end end return data end end
class Window_Base < Window #-------------------------------------------------------------------------- # ● 基本属性表示 #-------------------------------------------------------------------------- def draw_attack_element(x, y, element_set) elem_temp = [] for i in element_set elem = $data_system.elements[i] elem_temp.push("Feu") if elem == "Feu" elem_temp.push("Glace") if elem == "Galce" elem_temp.push("Eclair") if elem == "Eclair" elem_temp.push("Eau") if elem == "Eau" elem_temp.push("Terre") if elem == "Terre" elem_temp.push("Vent") if elem == "Vent" elem_temp.push("Lumière") if elem == "lumière" elem_temp.push("Tenèbre") if elem == "Tenèbre" end if elem_temp.size == 0 self.contents.draw_text(x, y, 64, 32, "rien") return end ox = 0 for name in elem_temp cx = self.contents.text_size(name).width self.contents.draw_text(x+ox, y, cx, 32, name) ox += cx+8 end end #-------------------------------------------------------------------------- # ● 武器属性表示 #-------------------------------------------------------------------------- def draw_attack_wp_element(x, y, element_set) elem_temp = [] for i in element_set elem = $data_system.elements[i] elem_temp.push("斬") if elem == "斬" elem_temp.push("打") if elem == "打" elem_temp.push("突") if elem == "突" elem_temp.push("射") if elem == "射" elem_temp.push("魔") if elem == "魔" end if elem_temp.size == 0 self.contents.draw_text(x, y, 64, 32, "なし") return end ox = 0 for name in elem_temp cx = self.contents.text_size(name).width self.contents.draw_text(x+ox, y, cx, 32, name) ox += cx+8 end end #--------------------------------------------------------------------------
| |
| | | Joey Acrobate
Nombre de messages : 154 Age : 33 Projet(s) en cours : Rise Niveau Rpg Maker : Passable Jeux Préférés : Donjons et Dragons , NWN ... Date d'inscription : 22/07/2007
| Sujet: Re: Livre des objet deja utiliser ou acheter. Ven 24 Aoû 2007, 14:14 | |
| - Code:
-
# ● 特攻属性表示 #-------------------------------------------------------------------------- def draw_attack_weak_element(x, y, element_set) elem_temp = [] for i in element_set elem = $data_system.elements[i] elem_temp.push("Undead") if elem == "Contre Undead" elem_temp.push("Reptile") if elem == "Contre Reptile" elem_temp.push("Aquatiq'") if elem == "Contre Aquatiq'" elem_temp.push("Bête") if elem == "Contre Bête" elem_temp.push("Ogre") if elem == "Contre Ogre" elem_temp.push("Oiseau") if elem == "Contre Oiseau" elem_temp.push("Démon") if elem == "Contre Démon" elem_temp.push("Ange") if elem == "Contre Ange" end if elem_temp.size == 0 self.contents.draw_text(x, y, 64, 32, "Rien") return end ox = 0 for name in elem_temp cx = self.contents.text_size(name).width self.contents.draw_text(x+ox, y, cx, 32, name) ox += cx+8 end end #-------------------------------------------------------------------------- # ● ステート付与表示 #-------------------------------------------------------------------------- def draw_attack_add_state(x, y, plus_state_set) state_temp = [] for i in plus_state_set state = $data_states[i] state_temp.push(state.name) if state.name != "" end if state_temp.size == 0 self.contents.draw_text(x, y, 64, 32, "Rien") return end ox = 0 oy = 0 for name in state_temp cx = self.contents.text_size(name).width if ox + cx + 4 >= self.contents.width - 128 ox = 0 oy += 1 end self.contents.draw_text(x+ox, y+oy*32, cx, 32, name) ox += cx+8 end end #-------------------------------------------------------------------------- # ● 効果範囲を返す #-------------------------------------------------------------------------- def draw_scope(scope) case scope when 0 return "Rien" when 1 return "Un seul ennemi" when 2 return "Tous les ennemis" when 3 return "Un seul allié" when 4 return "Tous les alliés" when 5 return "Un seul allié" when 6 return "Tous les alliés" when 7 return "Employer" end end end
class Game_Temp attr_accessor :item_book_data alias temp_item_book_data_initialize initialize def initialize temp_item_book_data_initialize @item_book_data = Data_ItemBook.new end end
class Game_Actor < Game_Battler alias item_book_game_actor_initialize initialize def initialize(actor_id) item_book_game_actor_initialize(actor_id) if Item_Book_Config::FIRST_EQUIP_ADD $game_party.add_weapon_count(@weapon_id, 0) if @weapon_id > 0 $game_party.add_armor_count(@armor1_id, 0) if @armor1_id > 0 $game_party.add_armor_count(@armor2_id, 0) if @armor2_id > 0 $game_party.add_armor_count(@armor3_id, 0) if @armor3_id > 0 $game_party.add_armor_count(@armor4_id, 0) if @armor4_id > 0 end end end
class Game_Party attr_accessor :item_count # 入手アイテム情報(図鑑用) attr_accessor :weapon_count # 入手武器情報(図鑑用) attr_accessor :armor_count # 入手防具情報(図鑑用) #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- alias item_book_info_initialize initialize def initialize item_book_info_initialize @item_count = {} @weapon_count = {} @armor_count = {} end alias item_book_gain_item gain_item def gain_item(item_id, n) add_item_count(item_id, 0) if n > 0 item_book_gain_item(item_id, n) end alias item_book_gain_weapon gain_weapon def gain_weapon(item_id, n) add_weapon_count(item_id, 0) if n > 0 item_book_gain_weapon(item_id, n) end alias item_book_gain_armor gain_armor def gain_armor(item_id, n) add_armor_count(item_id, 0) if n > 0 item_book_gain_armor(item_id, n) end
#-------------------------------------------------------------------------- # ● アイテムの獲得情報の追加(図鑑用) # 0:無獲得 1:獲得済 #-------------------------------------------------------------------------- def add_item_count(item_id, type = 0) if type == -1 @item_count[item_id] = 0 else @item_count[item_id] = 1 end end #-------------------------------------------------------------------------- # ● 武器の獲得情報の追加(図鑑用) # 0:無獲得 1:獲得済 #-------------------------------------------------------------------------- def add_weapon_count(weapon_id, type = 0) if type == -1 @weapon_count[weapon_id] = 0 else @weapon_count[weapon_id] = 1 end end #-------------------------------------------------------------------------- # ● 防具の獲得情報の追加(図鑑用) # 0:無獲得 1:獲得済 #-------------------------------------------------------------------------- def add_armor_count(armor_id, type = 0) if type == -1 @armor_count[armor_id] = 0 else @armor_count[armor_id] = 1 end end #-------------------------------------------------------------------------- # ● アイテム図鑑の最大登録数を取得 #-------------------------------------------------------------------------- def item_book_max kind_data = [] kind_data[0] = $game_temp.item_book_data.item_kind_name kind_data[1] = $game_temp.item_book_data.weapon_kind_name kind_data[2] = $game_temp.item_book_data.armor_kind_name size = 0 for i in 0..2 for kind in kind_data[i] size += item_book_category_max(kind) end end return size end #-------------------------------------------------------------------------- # ● アイテム図鑑の現在登録数を取得 #-------------------------------------------------------------------------- def item_book_now kind_data = [] kind_data[0] = $game_temp.item_book_data.item_kind_name kind_data[1] = $game_temp.item_book_data.weapon_kind_name kind_data[2] = $game_temp.item_book_data.armor_kind_name size = 0 for i in 0..2 for kind in kind_data[i] size += item_book_category_now(kind) end end return size end #-------------------------------------------------------------------------- # ● アイテム図鑑の完成率を取得 #-------------------------------------------------------------------------- def item_book_complete_percentage i_max = item_book_max.to_f i_now = item_book_now.to_f comp = i_now / i_max * 100 return comp.truncate end #-------------------------------------------------------------------------- # ● アイテム図鑑のカテゴリー別最大登録数を取得 # category:カテゴリー名 #-------------------------------------------------------------------------- def item_book_category_max(category) kind_data = $game_temp.item_book_data.kind_search(category) case kind_data[0] when 0 id_data = $game_temp.item_book_data.item_id_data.dup when 1 id_data = $game_temp.item_book_data.weapon_id_data.dup when 2 id_data = $game_temp.item_book_data.armor_id_data.dup end index = kind_data[1] size = id_data[index].size - 1 return size end #-------------------------------------------------------------------------- # ● アイテム図鑑のカテゴリー別現在登録数を取得 # category:カテゴリー名 #-------------------------------------------------------------------------- def item_book_category_now(category) kind_data = $game_temp.item_book_data.kind_search(category) index = kind_data[1] case kind_data[0] when 0 now_item_info = @item_count.keys elename = $game_temp.item_book_data.item_kind_element_name[index] item_set = $data_items when 1 now_item_info = @weapon_count.keys elename = $game_temp.item_book_data.weapon_kind_element_name[index] item_set = $data_weapons when 2 now_item_info = @armor_count.keys elename = $game_temp.item_book_data.armor_kind_element_name[index] item_set = $data_armors end # 登録無視の属性IDを取得 no_add = $game_temp.item_book_data.no_add_element element_id = $game_temp.item_book_data.element_search(elename) new_item_info = [] for i in now_item_info item = item_set[i] next if item == nil next if item.name == "" case item when RPG::Item ele_set = item.element_set when RPG::Weapon ele_set = item.element_set when RPG::Armor ele_set = item.guard_element_set end next if ele_set.include?(no_add) if element_id == nil or ele_set.include?(element_id) new_item_info.push(item.id) end end return new_item_info.size
end #-------------------------------------------------------------------------- # ● アイテム図鑑のカテゴリー別完成率を取得 # category:カテゴリー名 #-------------------------------------------------------------------------- def item_book_category_complete_percentage(category) i_max = item_book_category_max(category).to_f i_now = item_book_category_now(category).to_f comp = i_now / i_max * 100 return comp.truncate end end
class Interpreter def item_book_max(category=nil) if category == nil return $game_party.item_book_max else return $game_party.item_book_category_max(category) end end def item_book_now(category=nil) if category == nil return $game_party.item_book_now else return $game_party.item_book_category_now(category) end end def item_book_comp(category=nil) if category == nil return $game_party.item_book_complete_percentage else return $game_party.item_book_category_complete_percentage(category) end end end
class Window_ItemBook < Window_Selectable attr_reader :data attr_reader :item_kind attr_reader :item_index #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize(index=0) super(0, 64, 640, 416) @column_max = 2 @book_data = $game_temp.item_book_data @data = data_set(index) @data.shift #@data.sort! @item_max = @data.size @item_kind = index self.index = 0 #refresh end def new_data_set(index) @data = data_set(index) @data.shift #@data.sort! @item_max = @data.size end #-------------------------------------------------------------------------- # ● 入手データを取得 #-------------------------------------------------------------------------- def data_set(index) kind_row_data = @book_data.kind_search(@book_data.kind_row[index]) @item_kind = kind_row_data[0] @item_index = kind_row_data[1] data = [] case @item_kind when 0 data = @book_data.item_id_data[@item_index].dup when 1 data = @book_data.weapon_id_data[@item_index].dup when 2 data = @book_data.armor_id_data[@item_index].dup end return data end #-------------------------------------------------------------------------- # ● 表示許可取得 #-------------------------------------------------------------------------- def show?(kind, id) case kind when 0 if $game_party.item_count[id] == 0 or $game_party.item_count[id] == nil return false else return true end when 1 if $game_party.weapon_count[id] == 0 or $game_party.weapon_count[id] == nil return false else return true end when 2 if $game_party.armor_count[id] == 0 or $game_party.armor_count[id] == nil return false else return true end end end #-------------------------------------------------------------------------- # ● アイテム取得 #-------------------------------------------------------------------------- def item return @data[self.index] end #-------------------------------------------------------------------------- # ● リフレッシュ #-------------------------------------------------------------------------- def refresh if self.contents != nil self.contents.dispose self.contents = nil end #項目数が 0 でなければビットマップを作成し、全項目を描画 return if @item_max == 0 self.contents = Bitmap.new(width - 32, row_max * 32) for i in 0...@item_max draw_item(i) end end #-------------------------------------------------------------------------- # ● 項目の描画 # index : 項目番号 #-------------------------------------------------------------------------- def draw_item(index) case @item_kind when 0 item = $data_items[@data[index]] id = @book_data.item_id_data[@item_index].index(item.id) when 1 item = $data_weapons[@data[index]] id = @book_data.weapon_id_data[@item_index].index(item.id) when 2 item = $data_armors[@data[index]] id = @book_data.armor_id_data[@item_index].index(item.id) end return if item == nil x = 4 + index % 2 * (288 + 32) y = index / 2 * 32 rect = Rect.new(x, y, self.width / @column_max - 32, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) self.contents.font.color = normal_color self.contents.draw_text(x, y, 32, 32, id.to_s) if show?(@item_kind, item.id) bitmap = RPG::Cache.icon(item.icon_name) opacity = 255 self.contents.blt(x+48, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x+48 + 28, y, 212, 32, item.name, 0) else self.contents.draw_text(x+48 + 28, y, 212, 32, | |
| | | Joey Acrobate
Nombre de messages : 154 Age : 33 Projet(s) en cours : Rise Niveau Rpg Maker : Passable Jeux Préférés : Donjons et Dragons , NWN ... Date d'inscription : 22/07/2007
| Sujet: Re: Livre des objet deja utiliser ou acheter. Ven 24 Aoû 2007, 14:15 | |
| - Code:
-
"-----", 0) return end end end
class Window_ItemBook_Info < Window_Selectable #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize super(0, 0+64+64, 640, 480-64-64) @book_data = $game_temp.item_book_data self.contents = Bitmap.new(width - 32, height - 32) self.index = -1 end #-------------------------------------------------------------------------- # ● リフレッシュ #-------------------------------------------------------------------------- def refresh(item_id, item_kind, item_index) self.contents.clear self.contents.font.size = 22 case item_kind when 0 draw_item_info(item_id, item_index) when 1 draw_weapon_info(item_id, item_index) when 2 draw_armor_info(item_id, item_index) end end #-------------------------------------------------------------------------- # ● アイテム描画 #-------------------------------------------------------------------------- def draw_item_info(item_id, item_index) item = $data_items[item_id] rect = Rect.new(4, 0, 160, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(item.icon_name) opacity = 255 self.contents.blt(4+48, 0 + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.font.color = normal_color id = @book_data.item_id_data[item_index].index(item.id) self.contents.draw_text(4, 0, 32, 32, id.to_s) self.contents.draw_text(4+48 + 28, 0, 212, 32, item.name, 0) self.contents.draw_text(640-128-88-4, 0, 88, 32, item.price.to_s, 2) self.contents.font.color = system_color self.contents.draw_text(640-128, 0, 128, 32, $data_system.words.gold, 0) self.contents.font.color = normal_color @help_window.set_text(item.description) end #-------------------------------------------------------------------------- # ● 武器描画 #-------------------------------------------------------------------------- def draw_weapon_info(item_id, item_index) item = $data_weapons[item_id] rect = Rect.new(4, 0, 160, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(item.icon_name) opacity = 255 self.contents.blt(4+48, 0 + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.font.color = normal_color id = @book_data.weapon_id_data[item_index].index(item.id) self.contents.draw_text(4, 0, 32, 32, id.to_s) self.contents.draw_text(4+48 + 28, 0, 212, 32, item.name, 0) self.contents.draw_text(640-128-88-4, 0, 88, 32, item.price.to_s, 2) self.contents.font.color = system_color self.contents.draw_text(640-128, 0, 128, 32, $data_system.words.gold, 0) self.contents.font.color = text_color(2) self.contents.draw_text(4, 32, 48, 32, "ATK", 0) self.contents.font.color = text_color(4) self.contents.draw_text(4+128, 32, 48, 32, "DEF", 0) self.contents.font.color = text_color(6) self.contents.draw_text(4+256, 32, 48, 32, "MDF", 0) self.contents.font.color = normal_color self.contents.draw_text(4+48, 32, 48, 32, item.atk.to_s, 2) self.contents.draw_text(4+48+128, 32, 48, 32, item.pdef.to_s, 2) self.contents.draw_text(4+48+256, 32, 48, 32, item.mdef.to_s, 2)
self.contents.font.color = system_color self.contents.draw_text(4, 64, 48, 32, "STR", 0) self.contents.draw_text(4+128, 64, 48, 32, "DEX", 0) self.contents.draw_text(4+256, 64, 48, 32, "SPD", 0) self.contents.draw_text(4+384, 64, 48, 32, "MAT", 0) self.contents.font.color = normal_color self.contents.draw_text(4+48, 64, 48, 32, item.str_plus.to_s, 2) self.contents.draw_text(4+48+128, 64, 48, 32, item.dex_plus.to_s, 2) self.contents.draw_text(4+48+256, 64, 48, 32, item.agi_plus.to_s, 2) self.contents.draw_text(4+48+384, 64, 48, 32, item.int_plus.to_s, 2)
self.contents.font.color = system_color self.contents.draw_text(4, 96, 96, 32, "Attribut de base") self.contents.draw_text(4, 128, 96, 32, "Attribut du Skill") self.contents.draw_text(4, 160, 96, 32, "Attribut") #self.contents.draw_text(4, 128, 96, 32, "武器属性") self.contents.font.color = normal_color draw_attack_element(4+96+16, 96, item.element_set) draw_attack_weak_element(4+96+16, 128, item.element_set) draw_attack_add_state(4+96+16, 160, item.plus_state_set) #draw_attack_wp_element(4+96+16, 128, item.element_set)
@help_window.set_text(item.description) end #-------------------------------------------------------------------------- # ● 防具描画 #-------------------------------------------------------------------------- def draw_armor_info(item_id, item_index) item = $data_armors[item_id] rect = Rect.new(4, 0, 160, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(item.icon_name) opacity = 255 self.contents.blt(4+48, 0 + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.font.color = normal_color id = @book_data.armor_id_data[item_index].index(item.id) self.contents.draw_text(4, 0, 32, 32, id.to_s) self.contents.draw_text(4+48 + 28, 0, 212, 32, item.name, 0) self.contents.draw_text(640-128-88-4, 0, 88, 32, item.price.to_s, 2) self.contents.font.color = system_color self.contents.draw_text(640-128, 0, 128, 32, $data_system.words.gold, 0) self.contents.font.color = text_color(4) self.contents.draw_text(4, 32, 48, 32, "DEF", 0) self.contents.font.color = text_color(6) self.contents.draw_text(4+128, 32, 48, 32, "MDF", 0) self.contents.font.color = system_color self.contents.draw_text(4+256, 32, 48, 32, "ESQ", 0) self.contents.font.color = normal_color self.contents.draw_text(4+48, 32, 48, 32, item.pdef.to_s, 2) self.contents.draw_text(4+48+128, 32, 48, 32, item.mdef.to_s, 2) self.contents.draw_text(4+48+256, 32, 48, 32, item.eva.to_s, 2)
self.contents.font.color = system_color self.contents.draw_text(4, 64, 48, 32, "STR", 0) self.contents.draw_text(4+128, 64, 48, 32, "DEX", 0) self.contents.draw_text(4+256, 64, 48, 32, "SPD", 0) self.contents.draw_text(4+384, 64, 48, 32, "MAT", 0) self.contents.font.color = normal_color self.contents.draw_text(4+48, 64, 48, 32, item.str_plus.to_s, 2) self.contents.draw_text(4+48+128, 64, 48, 32, item.dex_plus.to_s, 2) self.contents.draw_text(4+48+256, 64, 48, 32, item.agi_plus.to_s, 2) self.contents.draw_text(4+48+384, 64, 48, 32, item.int_plus.to_s, 2)
self.contents.font.color = system_color self.contents.draw_text(4, 96, 96, 32, "Attribut de base") self.contents.draw_text(4, 128, 96, 32, "Attribut de l'attaque spéciale") self.contents.draw_text(4, 160, 96, 32, "Stat DEF") #self.contents.draw_text(4, 128, 96, 32, "武器耐性") self.contents.font.color = normal_color draw_attack_element(4+96+16, 96, item.guard_element_set) draw_attack_weak_element(4+96+16, 128, item.guard_element_set) draw_attack_add_state(4+96+16, 160, item.guard_state_set) #draw_attack_wp_element(4+96+16, 128, item.guard_element_set)
@help_window.set_text(item.description) end #-------------------------------------------------------------------------- # ● ヘルプテキスト更新 #-------------------------------------------------------------------------- def update_help #ダミー end end
class Scene_ItemBook include Item_Book_Config #-------------------------------------------------------------------------- # ● メイン処理 #-------------------------------------------------------------------------- def main # ウィンドウを作成 @title_window = Window_Base.new(0, 0, 640, 64) @title_window.contents = Bitmap.new(640 - 32, 64 - 32) @title_window.contents.draw_text(4, 0, 320, 32, "Bibliothèque des Objets", 0) draw_comp @main_window = Window_ItemBook.new @main_window.active = false @main_window.index = -1 @help_window = Window_Help.new @help_window.z = 110 @help_window.y = 64 @help_window.visible = false command = $game_temp.item_book_data.kind_row @kind_window = Window_Command.new(160, command) @kind_window.z = 110 @kind_window.x = 320 - @kind_window.width / 2 @kind_window.y = 240 - @kind_window.height / 2 @kind_window.active = true # インフォウィンドウを作成 (不可視・非アクティブに設定) @info_window = Window_ItemBook_Info.new @info_window.z = 110 @info_window.visible = false @info_window.active = false # ヘルプウィンドウを関連付け @info_window.help_window = @help_window @visible_index = 0 @now_kind = nil # トランジション実行 Graphics.transition # メインループ loop do # ゲーム画面を更新 Graphics.update # 入力情報を更新 Input.update # フレーム更新 update # 画面が切り替わったらループを中断 if $scene != self break | |
| | | Joey Acrobate
Nombre de messages : 154 Age : 33 Projet(s) en cours : Rise Niveau Rpg Maker : Passable Jeux Préférés : Donjons et Dragons , NWN ... Date d'inscription : 22/07/2007
| Sujet: Re: Livre des objet deja utiliser ou acheter. Ven 24 Aoû 2007, 14:15 | |
| - Code:
-
end end # トランジション準備 Graphics.freeze # ウィンドウを解放 @title_window.dispose @help_window.dispose @main_window.dispose @kind_window.dispose @info_window.dispose end #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- def update # ウィンドウを更新 #@help_window.update @main_window.update @kind_window.update @info_window.update if @info_window.active update_info return end # メインウィンドウがアクティブの場合: update_target を呼ぶ if @main_window.active update_main return end # 種類ウィンドウがアクティブの場合: update_kind を呼ぶ if @kind_window.active update_kind return end end #-------------------------------------------------------------------------- # ● フレーム更新 (種類ウィンドウがアクティブの場合) #-------------------------------------------------------------------------- def update_kind # C ボタンが押された場合 if Input.trigger?(Input::C) # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) if @now_kind != @kind_window.index @main_window.new_data_set(@kind_window.index) @main_window.refresh @now_kind = @kind_window.index end subtitle = $game_temp.item_book_data.kind_row[@kind_window.index] title = "Bibliothèque des Objets:"+subtitle @title_window.contents.clear @title_window.contents = Bitmap.new(640 - 32, 64 - 32) @title_window.contents.draw_text(4, 0, 320, 32, title, 0) draw_comp(subtitle) @kind_window.active = false @kind_window.visible = false @main_window.active = true @main_window.index = 0 return end # B ボタンが押された場合 if Input.trigger?(Input::B) # キャンセル SE を演奏 $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new return end end #-------------------------------------------------------------------------- # ● フレーム更新 (メインウィンドウがアクティブの場合) #-------------------------------------------------------------------------- def update_main # B ボタンが押された場合 if Input.trigger?(Input::B) # キャンセル SE を演奏 $game_system.se_play($data_system.cancel_se) @main_window.active = false @kind_window.active = true @kind_window.visible = true @main_window.index = -1 @title_window.contents.clear @title_window.contents = Bitmap.new(640 - 32, 64 - 32) @title_window.contents.draw_text(4, 0, 320, 32, "Bibliothèque des Objets", 0) draw_comp return end # C ボタンが押された場合 if Input.trigger?(Input::C) if @main_window.item == nil or @main_window.show?(@main_window.item_kind, @main_window.item) == false # ブザー SE を演奏 $game_system.se_play($data_system.buzzer_se) return end # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) @main_window.active = false @info_window.active = true @info_window.visible = true @visible_index = @main_window.index @info_window.refresh(@main_window.item, @main_window.item_kind, @main_window.item_index) return end end #-------------------------------------------------------------------------- # ● フレーム更新 (インフォウィンドウがアクティブの場合) #-------------------------------------------------------------------------- def update_info # B ボタンが押された場合 if Input.trigger?(Input::B) # キャンセル SE を演奏 $game_system.se_play($data_system.cancel_se) @main_window.active = true @info_window.active = false @info_window.visible = false @help_window.visible = false return end # C ボタンが押された場合 if Input.trigger?(Input::C) # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) return end if Input.trigger?(Input::L) # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) loop_end = false while loop_end == false if @visible_index != 0 @visible_index -= 1 else @visible_index = @main_window.data.size - 1 end loop_end = true if @main_window.show?(@main_window.item_kind,@main_window.data[@visible_index]) end id = @main_window.data[@visible_index] @info_window.refresh(id, @main_window.item_kind, @main_window.item_index) return end if Input.trigger?(Input::R) # 決定 SE を演奏 $game_system.se_play($data_system.decision_se) loop_end = false while loop_end == false if @visible_index != @main_window.data.size - 1 @visible_index += 1 else @visible_index = 0 end loop_end = true if @main_window.show?(@main_window.item_kind,@main_window.data[@visible_index]) end id = @main_window.data[@visible_index] @info_window.refresh(id, @main_window.item_kind, @main_window.item_index) return end end def draw_comp(category=nil) if SHOW_COMPLETE_TYPE != 0 if category == nil case SHOW_COMPLETE_TYPE when 1 i_now = $game_party.item_book_now i_max = $game_party.item_book_max text = i_now.to_s + "/" + i_max.to_s when 2 comp = $game_party.item_book_complete_percentage text = comp.to_s + "%" when 3 i_now = $game_party.item_book_now i_max = $game_party.item_book_max comp = $game_party.item_book_complete_percentage text = i_now.to_s + "/" + i_max.to_s + " " + comp.to_s + "%" end else case SHOW_COMPLETE_TYPE when 1 i_now = $game_party.item_book_category_now(category) i_max = $game_party.item_book_category_max(category) text = i_now.to_s + "/" + i_max.to_s when 2 comp = $game_party.item_book_category_complete_percentage(category) text = comp.to_s + "%" when 3 i_now = $game_party.item_book_category_now(category) i_max = $game_party.item_book_category_max(category) comp = $game_party.item_book_category_complete_percentage(category) text = i_now.to_s + "/" + i_max.to_s + " " + comp.to_s + "%" end end if text != nil @title_window.contents.draw_text(320, 0, 288, 32, text, 2) end end end end | |
| | | Joey Acrobate
Nombre de messages : 154 Age : 33 Projet(s) en cours : Rise Niveau Rpg Maker : Passable Jeux Préférés : Donjons et Dragons , NWN ... Date d'inscription : 22/07/2007
| Sujet: Re: Livre des objet deja utiliser ou acheter. Ven 24 Aoû 2007, 14:16 | |
| Ensuite, créez un objet (livre de préférence) ou un événement qui appelle ce script : - Code:
-
$scene = Scene_ItemBook.new | |
| | | Don Estebahn Maître du Savoir
Nombre de messages : 2145 Age : 33 Jeux Préférés : Soul Reaver, Morrowind, Way of the Samurai Date d'inscription : 18/02/2007
| Sujet: Re: Livre des objet deja utiliser ou acheter. Ven 24 Aoû 2007, 14:18 | |
| Est-ce que tu pourrais faire un screen pour montrer ce que ça peut donner? Parce que même avec une explication fort généreuse en détails, le rendu est un peu difficile à imaginer... :p | |
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| Sujet: Re: Livre des objet deja utiliser ou acheter. | |
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| | | | Livre des objet deja utiliser ou acheter. | |
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