Ayene - Wto 02 Lut, 2010 17:15 Temat postu: Info Przedmiotu w MenuSzczurek - Sro 03 Lut, 2010 00:39 Ayene, jesteś wielka !
Sprawdzę kompatybilność z innymi skryptami i jak coś, napiszę, z czym się kłóci.
Kwestia teraz, skąd brać obrazki :D ?bionicl - Sro 03 Lut, 2010 12:24 Szczurek, poszukaj na tej stronie: http://diablo.phx.pl/czytaj/przedmioty-elitarneAgumon - Sro 03 Lut, 2010 13:17 Ej a mam pytanko a da się ten opis dłuższy zrobić czy nie????bionicl - Sro 03 Lut, 2010 13:25 To w całym projekcie za pomocą jakiś skryptów zmień wielkość czcionki-więcej się zmieści...
[ Dodano: Sro 03 Lut, 2010 14:27 ]
A mam jedno pytanie:
Czy dało by się zrobić tak, aby w tej górnej ramce pokazywało coś w stylu: "Aby zobaczyć szczegóły kliknij shift", bo przecież info o przedmiocie będzie w tym okienku ze skryptu...Agumon - Sro 03 Lut, 2010 14:43 Aha nie no spoko... A dało by się tak bez tych obrazków tylko sam taki długi opis???bionicl - Sro 03 Lut, 2010 14:59 NeruS, teraz tak na serio:
Wklej sobie tan skrypt a będziesz miała napisy mniejsze (dużo mniejsze , zresztą sama zobaczysz) Wklej skrypt, który już nie pamiętam kogo był, ale wklej to zobaczysz...
Spoiler:
#===============================================================================
# Nazwa: Custom Message System
# Autor: nieznany
# Tłumaczenie: Marcin (www.ultimateam.pl)
#
#===============================================================================
# Kod: Efrekt:
# \w[x] czeka X frames (60 frames = 1 sekunda).
#
# \nb[x] Tworzy okno z imieniem x. lewa strona
# \nbl[x] Tworzy okno z imieniem x. lewa strona
# \nbu[x] Tworzy okno z imieniem x. lewa strona
# \rnb[x] Tworzy okno z imieniem x. prawa strona
# \rnbl[x] Tworzy okno z imieniem x. prawa strona
# \rnbu[x] Tworzy okno z imieniem x. prawa strona
# \nbu Zamyka okno z imieniem.
#
# \fn[x] Zmienia czcionkę na x.
# \fs[x] Zmienia czcionkę na rozmiar X
# \fb Zmienia czcionkę na pogrubioną
# \fi Zmienia czcionkę na kursywę
# \fh Zmienia czcionkę na zaciemnioną
#
# \ac[x] czyta klasę aktora o id X
# \as[x] czyta subklasę aktora o id X. Potrzebny skrypt subklasy (nie wiem co to takiegp)
# \ax[x] czyta klasę aktora o id X. Potrzebny skrypt subklasy
# \af[x] zamiena twarze postaci
# \af[x:y] zamienia twarze postaci (lepiej przetestuj)
#
# \pn[x] czyta imie postaci w x miejscu w drużycie.
# \pc[x] czyta klase postaci w x miejscu w drużycie
# \ps[x] czyta subklase postaci w x miejscu w drużycie
# \px[x] czyta kombinację klass postaci w x miejscu w drużycie
# \pf[x] zamienia twarz z twarzą postaci w x miejscu w drużycie
# \pf[x:y] to co wyżej (przetestuj sobie)
#
# \nc[x] czyta nazwe klasy o ID x
# \ni[x] czyta nazwe itemu o ID x
# \nw[x] czyta nazwe broni o ID x
# \na[x] czyta nazwe pancerza o ID x
# \ns[x] czyta nazwe skilla o ID x
# \nt[x] czyta nazwe state (chyba chodzi o status) o ID x
#
# \i[x] wtyka ikonkę o ID x do wiadomości
# \ii[x] czyta nazwe itemu o ID x i wstawia jego ikonkę
# \iw[x] czyta broni itemu o ID x i wstawia jego ikonkę
# \ia[x] to co wyżej tylko chodzi o pancerz
# \is[x] a tutaj skill
# \it[x] no i status
#
#===============================================================================
#===============================================================================
# Credits:
# Woratana for reference on stringing multiple message text.
# Modern Algebra for reference on a few misc methods.
#===============================================================================
$imported = {} if $imported == nil
$imported["CustomMessageSystem"] = true
module YE
module MESSAGE
# Numer zmiennej (variable) jeżeli ustawimy jej wartość na np: 5 to wiadomości będą miały
# 5 linijek, możemy to zmienić w każdym momencie gry
ROW_VARIABLE = 14
# szerokość ikonek
ICON_WIDTH = 24
# Ustawienia okna imienia
NAME_WINDOW_X = 20 # Adjusts X position offset from Message Window.
NAME_WINDOW_Y = 25 # Adjusts Y position offset from Message Window.
NAME_WINDOW_W = 20 # Adjusts extra width added to the Name Window.
NAME_WINDOW_H = 40 # Adjusts the height of the Name Window.
NAME_COLOUR = 6 # Default colour used for name box.
# Chcesz oglądać okno imienia w wiadomości w skóre (tak - true, nie - false)
NAME_WINDOW_SHOW_BACK = true
# Zmienia ustawienia w całej grze.
FONT_NAME = ["Comic Sans MS", "Arial", "Courier New"]
FONT_SIZE = 1
FONT_BOLD = true
FONT_ITALIC = false
FONT_SHADOW = false
end # MESSAGE
end # YE
#~~~~~~~~~~~~~~DALEJ NIE TŁUMACZYŁEM
#===============================================================================
# How to Use: Lunatic Mode
#===============================================================================
#
# This portion is for those who know how to script.
#
# \X[x] or \X[x:y] or \X[x:y:z]
# These let you create your own custom tags. If you use the first tag, there is
# one case for the "custom_convert" definition to return. If you use the second
# tag, there will be two cases for you to select from. And likewise, if there's
# three tags, then the z case will also be taken into account of.
#
#===============================================================================
class Window_Message < Window_Selectable
def custom_convert(x_case, y_case = 0, z_case = 0)
text = ""
case x_case
#---------------------------------------------------------------------------
# //////////////////////////////////////////////////////////////////////////
# This is where you begin adding in your own custom converted tags.
#---------------------------------------------------------------------------
when 1 # Show the full name of the actor.
case y_case # This is the extra case for the actor.
when 1
text = "\\n[1] von Xiguel"
when 2
text = "Michelle \\n[2]"
when 3
text = "\\n[3] Manfred"
when 4
text = "\\n[4] Fernaeus"
end
when 2 # Show how much gold the party has.
text = $game_party.gold
when 3 # Show party's max level
text = $game_party.max_level
#---------------------------------------------------------------------------
# This is the part you guys shouldn't touch afterwards.
# //////////////////////////////////////////////////////////////////////////
#---------------------------------------------------------------------------""
end
return text
end
end # Window_Message
#===============================================================================
# Editting anything past this point may potentially result in causing computer
# damage, incontinence, explosion of user's head, coma, death, and/or halitosis.
# Therefore, edit at your own risk.
#===============================================================================
#--------------------------------------------------------------------------
# alias dispose
#--------------------------------------------------------------------------
alias dispose_cms dispose unless $@
def dispose
dispose_cms
@name_window.dispose if @name_window != nil
@name_text.dispose if @name_text != nil
end
#--------------------------------------------------------------------------
# close
#--------------------------------------------------------------------------
def close
super
@name_window.close
@name_text.close
@name_window_lock = false
end
#--------------------------------------------------------------------------
# alias update
#--------------------------------------------------------------------------
alias update_cms update unless $@
def update
@name_window.update
@name_text.update
refresh_size
update_cms
end
#--------------------------------------------------------------------------
# refresh_size
#--------------------------------------------------------------------------
def refresh_size
var = $game_variables[YE::MESSAGE::ROW_VARIABLE]
@max_rows = (var <= 0) ? 4 : var
calc_height = @max_rows * 24 + 32
if self.height != calc_height
self.height = calc_height
create_contents
end
end
#--------------------------------------------------------------------------
# overwrite reset_window
#--------------------------------------------------------------------------
def reset_window
var = $game_variables[YE::MESSAGE::ROW_VARIABLE]
wheight = var <= 0 ? 4 * 24 + 32 : var * 24 + 32
@background = $game_message.background
@position = $game_message.position
self.opacity = (@background == 0) ? 255 : 0
case @position
when 0 # Top
self.y = 0
@gold_window.y = 360
when 1 # Middle
self.y = (Graphics.height - wheight) / 2
@gold_window.y = 0
when 2 # Bottom
self.y = (Graphics.height - wheight)
@gold_window.y = 0
end
end
#-------------------------------------------------------------
# Name box REGEXP Conversions
#-------------------------------------------------------------
@text.gsub!(/\\NB\[(.*?)\]/i) {
if $1.to_s != nil
refresh_name_box($1.to_s)
end
"" }
@text.gsub!(/\\NBL\[(.*?)\]/i) {
if $1.to_s != nil
refresh_name_box($1.to_s)
@name_window_lock = true
end
"" }
@text.gsub!(/\\NBU\[(.*?)\]/i) {
if $1.to_s != nil
refresh_name_box($1.to_s)
@name_window_lock = false
end
"" }
@text.gsub!(/\\NBU/i) {
@name_window.close
@name_text.close
@name_window_lock = false
"" }
@text.gsub!(/\\RNB\[(.*?)\]/i) {
if $1.to_s != nil
refresh_name_box($1.to_s, 1)
end
"" }
@text.gsub!(/\\RNBL\[(.*?)\]/i) {
if $1.to_s != nil
refresh_name_box($1.to_s, 1)
@name_window_lock = true
end
"" }
@text.gsub!(/\\RNBU\[(.*?)\]/i) {
if $1.to_s != nil
refresh_name_box($1.to_s, 1)
@name_window_lock = false
end
"" }
# Close the Name Window
unless @name_window_lock
@name_window.close if !@name_window_open
@name_text.close if !@name_window_open
end
end
#--------------------------------------------------------------------------
# overwrite update_message
#--------------------------------------------------------------------------
def update_message
loop do
text_height = [contents.font.size + (contents.font.size / 5), WLH].max
c = @text.slice!(/./m) # Get next text character
case c
#----------------------------------------------------------------------
# Default Cases
#----------------------------------------------------------------------
when nil # There is no text that must be drawn
finish_message # Finish update
break
when "\x00" # New line
new_line
if @line_count >= @max_rows # If line count is maximum
unless @text.empty? # If there is more
self.pause = true # Insert number input
break
end
end
when "\x01" # \C[n] (text character color change)
@text.sub!(/\{(\d+)\}/, "")
contents.font.color = text_color($1.to_i)
next
when "\x02" # \G (gold display)
@gold_window.refresh
@gold_window.open
when "\x03" # \. (wait 1/4 second)
@wait_count = 15
break
when "\x04" # \| (wait 1 second)
@wait_count = 60
break
when "\x05" # \! (Wait for input)
self.pause = true
break
when "\x06" # \> (Fast display ON)
@line_show_fast = true
when "\x07" # \< (Fast display OFF)
@line_show_fast = false
when "\x08" # \^ (No wait for input)
@pause_skip = true
#----------------------------------------------------------------------
# New Cases
#----------------------------------------------------------------------
when "\x09" # \| Wait x frames
@text.sub!(/\{(\d+)\}/, "")
@wait_count = $1.to_i
break
when "\x10" # \i Draws icon ID x
@text.sub!(/\{(\d+)\}/, "")
icon = $1.to_i
icon_width = (24 - YE::MESSAGE::ICON_WIDTH) / 2
draw_icon(icon, @contents_x - icon_width, @contents_y)
@contents_x += YE::MESSAGE::ICON_WIDTH
when "\x11" # \fs Font Size Change
@text.sub!(/\{(\d+)\}/, "")
size = $1.to_i
if size <= 0 # If 0, revert back to the default font size.
size = Font.default_size
end
contents.font.size = size
text_height = [size + (size / 5), WLH].max
when "\x12" # \fs Font Name Change
@text.sub!(/\{(.*?)\}/, "")
name = $1.to_s
if name == "0" # If 0, revert back to the default font.
name = Font.default_name
end
contents.font.name = name
when "\x13" # \fb Font bold
contents.font.bold = contents.font.bold ? false : true
when "\x14" # \fi Font italic
contents.font.italic = contents.font.italic ? false : true
when "\x15" # \fi Font shadowed
contents.font.shadow = contents.font.shadow ? false : true
#----------------------------------------------------------------------
# Finish Up
#----------------------------------------------------------------------
else # Normal text character
contents.draw_text(@contents_x, @contents_y, 40, text_height, c)
c_width = contents.text_size(c).width
@contents_x += c_width
end
break unless @show_fast or @line_show_fast
end
end
#--------------------------------------------------------------------------
# alias new_page
#--------------------------------------------------------------------------
alias new_page_cms new_page unless $@
def new_page
new_page_cms
contents.font.name = Font.default_name
contents.font.size = Font.default_size
contents.font.bold = Font.default_bold
contents.font.italic = Font.default_italic
contents.font.shadow = Font.default_shadow
end
#--------------------------------------------------------------------------
# combination_class
#--------------------------------------------------------------------------
def combination_class(actor)
return "" if actor == nil
class1 = actor.class.name
return class1 unless $imported["SubclassSelectionSystem"]
return class1 if actor.subclass == nil
class2 = actor.subclass.name
text = sprintf(YE::SUBCLASS::DISPLAY_FORMAT, class1, class2)
return text unless YE::SUBCLASS::USE_COMPLEX_CLASS_NAMES
if YE::SUBCLASS::COMPLEX_CLASS_NAMES_FULL.include?(text)
text = YE::SUBCLASS::COMPLEX_CLASS_NAMES_FULL[text]
end
return text
end
#--------------------------------------------------------------------------
# refresh_name_box
#--------------------------------------------------------------------------
def refresh_name_box(name, side = 0)
return if $game_temp.in_battle
font_colour = YE::MESSAGE::NAME_COLOUR
font_name = Font.default_name
font_size = Font.default_size
font_bold = Font.default_bold
font_italic = Font.default_italic
font_shadow = Font.default_shadow
icon = 0
name_width = 0
#---Convert Special Characters
name = name.gsub(/\x01\{(\d+)\}/i) {
font_colour = $1.to_i
""}
name = name.gsub(/\x09\{(\d+)\}/i) {""}
name = name.gsub(/\x10\{(\d+)\}/i) {
icon = $1.to_i
name_width += YE::MESSAGE::ICON_WIDTH
""}
name = name.gsub(/\x11\{(\d+)\}/i) {
font_size = $1.to_i
""}
name = name.gsub(/\x12\{(.*?)\}/i) {
font_name = $1.to_s
""}
name = name.gsub(/\x13/i) {
font_bold = true
""}
name = name.gsub(/\x14/i) {
font_italic = true
""}
name = name.gsub(/\x15/i) {
font_shadow = true
""}
#---Convert Special Characters
@name_text.contents.font.name = font_name
@name_text.contents.font.size = font_size
@name_text.contents.font.bold = font_bold
@name_text.contents.font.italic = font_italic
@name_text.contents.font.shadow = font_shadow
name_width += @name_text.contents.text_size(name).width
name_width += YE::MESSAGE::NAME_WINDOW_W
@name_window.width = name_width + 40
@name_text.width = @name_window.width
var = $game_variables[YE::MESSAGE::ROW_VARIABLE]
wheight = var <= 0 ? 4 * 24 + 32 : var * 24 + 32
position = $game_message.position
case position
when 0
@name_window.y = self.height - YE::MESSAGE::NAME_WINDOW_H
@name_window.y += YE::MESSAGE::NAME_WINDOW_Y
when 1
@name_window.y = (Graphics.height - wheight) / 2
@name_window.y -= YE::MESSAGE::NAME_WINDOW_Y
when 2
@name_window.y = (Graphics.height - wheight)
@name_window.y -= YE::MESSAGE::NAME_WINDOW_Y
end
offset = (@name_text.height - @name_window.height) / 2
@name_text.y = @name_window.y - offset
if YE::MESSAGE::NAME_WINDOW_SHOW_BACK and $game_message.background == 0
@name_window.opacity = 255
else
@name_window.opacity = 0
end
if side == 0
@name_window.x = YE::MESSAGE::NAME_WINDOW_X
else
@name_window.x = Graphics.width - YE::MESSAGE::NAME_WINDOW_X
@name_window.x -= @name_window.width
end
@name_text.x = @name_window.x
@name_window.create_contents
@name_text.create_contents
txh = [font_size + (font_size / 5), WLH].max
@name_text.contents.font.color = text_color(font_colour)
@name_text.contents.font.name = font_name
@name_text.contents.font.size = font_size
@name_text.contents.font.bold = font_bold
@name_text.contents.font.italic = font_italic
@name_text.contents.font.shadow = font_shadow
if icon > 0
iw = YE::MESSAGE::ICON_WIDTH
@name_text.draw_icon(icon, YE::MESSAGE::NAME_WINDOW_W / 2, 0)
@name_text.contents.draw_text(iw, 0, name_width + 8 - iw, txh, name, 1)
else
@name_text.contents.draw_text(0, 0, name_width + 8, txh, name, 1)
end
@name_window.open
@name_text.open
@name_window_open = true
end
#--------------------------------------------------------------------------
# overwrite Show Text
#--------------------------------------------------------------------------
def command_101
unless $game_message.busy
$game_message.face_name = @params[0]
$game_message.face_index = @params[1]
$game_message.background = @params[2]
$game_message.position = @params[3]
flow = true
loop {
if @list[@index].code == 101 and meet_stringing_conditions and flow
@index += 1
else
break
end
flow = @row_check
while @list[@index].code == 401 and meet_stringing_conditions
$game_message.texts.push(@list[@index].parameters[0])
@index += 1
end }
if @list[@index].code == 102 # Show choices
setup_choices(@list[@index].parameters)
elsif @list[@index].code == 103 # Number input processing
setup_num_input(@list[@index].parameters)
end
set_message_waiting # Set to message wait state
end
return false
end
#--------------------------------------------------------------------------
# overwrite setup_choices
#--------------------------------------------------------------------------
def setup_choices(params)
var = $game_variables[YE::MESSAGE::ROW_VARIABLE]
rows = (var <= 0) ? 4 : var
if $game_message.texts.size <= rows - params[0].size
$game_message.choice_start = $game_message.texts.size
$game_message.choice_max = params[0].size
for s in params[0]
$game_message.texts.push(s)
end
$game_message.choice_cancel_type = params[1]
$game_message.choice_proc = Proc.new { |n| @branch[@indent] = n }
@index += 1
end
end
#--------------------------------------------------------------------------
# meet_stringing_conditions
#--------------------------------------------------------------------------
def meet_stringing_conditions
var = $game_variables[YE::MESSAGE::ROW_VARIABLE]
rows = (var <= 0) ? 4 : var
@row_check = (rows > 4) ? true : false
return true if rows > $game_message.texts.size
return false
end
end # Game_Interpreter
#===============================================================================
#
# END OF FILE
#
#===============================================================================
Ayene - Czw 04 Lut, 2010 19:37 Zmodyfikowałam nieco skrypt z pierwszego posta. Między innymi można wyłączyć obrazki i dodać na dole legendę.bionicl - Czw 04 Lut, 2010 19:42 My tyle "pytań" :) zadajemy, a Ayene zawsze nam da "all i one" .Dzięki...Szczurek - Czw 04 Lut, 2010 21:30 Ha ! A ja znalazłem "kłótnię" :)
Nie współpracuje ze skryptem limitowanego ekwipunku niejakiego Modern Algebry ;]
Przy wyjściu z okna ekwipunku wywala coś z "dispose".
Warto by dopracować, jak coś, mogę podrzucić w.w. skrypt ;)
@EDIT
Oto skrypt Modern Algebry:
Spoiler:
Kod:
#==============================================================================
# Limited Inventory
# Version: 1.1c
# Author: modern algebra
# Date: September 27, 2009
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Description:
# This script allows you to set an inventory limit to how many item slots
# your inventory can hold. It allows some items to be stackable, and you can
# also set items to be undiscardable
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Instructions:
# Place this script above Main and below other custom scripts.
#
# To set a number of the default conditions for this script, please see the
# Editable Regions at 53, 84, and 109. Be sure to read the comments next to
# each consant to see what it does.
#
# To set an item as non-discardable, put this command into its note box:
#
# \NONDISCARD
#
# To set an item to have a stack size different from the default, use this
# command in its note box:
#
# \STACKMAX[x]
#
# where x is and integer and the new maximum stack size for that item.
#
# To resize the party inventory in-game, say after an event where the get a
# new backpack or whatever, then all you need to do is put this code into a
# call script:
#
# resize_inventory (x)
#
# where x is an integer and the new number of slots in the party inventory.
#==============================================================================
module Vocab
#==========================================================================
# * Constants
#==========================================================================
#//////////////////////////////////////////////////////////////////////////
# EDITABLE REGION
#\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
MA_AMOUNT_PREFIX = "x" # Prefix before item amount in each stack
MA_LOOT_LABEL = "Zdobycz" # Label for Discard Pile items
MA_COMMAND_DISCARD = "Wyrzuć" # Command to discard items
MA_COMMAND_EXCHANGE = "Wymień" # Command to switch loot item with party item
MA_COMMAND_TAKE = "Weź" # Command to take from Loot pile
MA_COMMAND_USE = "Użyj" # Command to Use an item
MA_COMMAND_DESTROY = "Zniszcz" # Command to completely destroy item
# Question printed when deciding whether or not to leave inventory when loot
# still has items in it
MA_WARNING_LABEL = "#{MA_COMMAND_DESTROY} all items in #{MA_LOOT_LABEL}?"
MA_WARNING_YES = "Tak" # Command to Leave inventory when warned
MA_WARNING_NO = "Nie" # Command to stay in inventory when warned.
#\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
# END EDITABLE REGION
#//////////////////////////////////////////////////////////////////////////
end
#==============================================================================
# *** Sound
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# new constants - MA_DISCARD_SE, MA_EXCHANGE_SE, MA_TAKE_SE, MA_DESTROY_SE
#==============================================================================
module Sound
#==========================================================================
# * Constants
#==========================================================================
#//////////////////////////////////////////////////////////////////////////
# EDITABLE REGION
#\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
MA_DISCARD_SE = "Move" # SE played when discarding item from inventory
MA_EXCHANGE_SE = "Move" # SE played when switching loot item for party item
MA_TAKE_SE = "Equip" # SE played when taking item from loot
MA_DESTROY_SE = "Close1" # SE played when destroying item from loot
#\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
# END EDITABLE REGION
#//////////////////////////////////////////////////////////////////////////
end
#==============================================================================
# *** RPG
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# new constants - MA_DEFAULT_STACK_AMOUNT, MA_DEFAULT_INVENTORY_SIZE,
# MA_EMPTYSLOTS_ICON_ID, MA_WARN_WINDOW
# modified class - BaseItem
#==============================================================================
module RPG
#==========================================================================
# * Constants
#==========================================================================
#//////////////////////////////////////////////////////////////////////////
# EDITABLE REGION
#\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
MA_DEFAULT_STACK_AMOUNT = 1 # The default maximum stack amount for items
MA_DEFAULT_INVENTORY_SIZE = 18 # The default maximum slot number for inventory
MA_EMPTYSLOTS_ICON_ID = 144 # The icon for empty slots
MA_WARN_WINDOW = true # Warn before leaving inventory with items in loot?
#\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
# END EDITABLE REGION
#//////////////////////////////////////////////////////////////////////////
#==========================================================================
# ** BaseItem
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# new methods - ma_stack_amount, ma_discardable?
#==========================================================================
class BaseItem
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Stack Amount
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def ma_stack_amount
return self.note[/\\STACKMAX\[(\d+)\]/i] != nil ? $1.to_i : RPG::MA_DEFAULT_STACK_AMOUNT
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Non-Discardable
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def ma_discardable?
return self.note[/\\NONDISCARD/i] == nil
end
end
end
#==============================================================================
# ** Game Temp
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# new public instance variables - slots_to_discard
#==============================================================================
class Game_Temp
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Public Instance Variables
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
attr_reader :slots_to_discard # A Game_LimitedInventory object
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Object Initialization
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias algmod_grafikal009_init_tmp_lim_inventory_94n6 initialize
def initialize
# Run Original method
algmod_grafikal009_init_tmp_lim_inventory_94n6
# Create Inventory object
@slots_to_discard = Game_LimitedInventory.new (-1)
end
end
#==============================================================================
# ** Game LimInvSlot
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# This class holds the data on a single slot of the inventory
#==============================================================================
class Game_LimInvSlot
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Public Instance Variables
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
attr_reader :item_type # The type of item held in this slot
attr_reader :item_id # The ID of the item currently held
attr_reader :amount # The number of items this slot holds
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Object Initialization
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def initialize
@item_type = -1
@item_id = 0
@amount = 0
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Add Item
# n : the amount to add
# item_type : the type of item being added
# item_id : the ID of item being added
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def add_item (n, item_type = -1, item_id = 0)
# Set item if that is sent through
if item_type != -1
@item_type = item_type
@item_id = item_id
end
x = space_left
# Check amount
if n > x
# If more given than can fit
@amount += x
return n - x
else
# If the n given will fit
@amount += n
return 0
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Remove Item
# n : the amount to remove
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def remove_item (n)
@amount -= n
if @amount <= 0
n = -1*@amount
# Delete item from this slot
@item_type = -1
@item_id = 0
@amount = 0
return n
end
return 0
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Item
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def item
return case @item_type
when -1 then nil # No item stored
when 0 then $data_items[@item_id] # Item
when 1 then $data_weapons[@item_id] # Weapon
when 2 then $data_armors[@item_id] # Armour
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Space Left
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def space_left
return 1 if item == nil
return item.ma_stack_amount - @amount
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Equal?
# other : another Game_LimInvSlot
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def == (other)
return false if !other.is_a? (Game_LimInvSlot)
return false if other.item_type != @item_type
return false if other.item_id != @item_id
return false if other.amount != @amount
return super (other)
end
end
#==============================================================================
# ** Game_LimitedInventory
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# This is an array to store the party's inventory
#==============================================================================
class Game_LimitedInventory
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Public Instance Variable
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
attr_reader :max_size # The maximum number of slots. If -1, infinite.
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Object Initialization
# size : the number of slots available
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def initialize (size)
@max_size = size
clear
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Clear
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def clear
@items = []
@weapons = []
@armors = []
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Resize
# size : the number of slots available
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def resize (size)
old_size = slots.size
# If new size is smaller
if size < old_size
# Save discarded items
index = slots.size - 1
while slots.size > @max_size
slot = slots[index]
if slot.item.ma_discardable?
type, id, n = slot.item_type, slot.item_id, slot.amount
# Discard additional slots
remove_item (type, id, n)
$game_temp.slots_to_discard.add_item (type, id, n)
else
index -= 1
end
break if index < 0
end
end
@max_size = size
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Add Item
# type : the type of item being added
# id : the ID of item being added
# n : the amount to add
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def add_item (type, id, n = 1)
array = case type
when 0 then @items
when 1 then @weapons
when 2 then @armors
end
sort_index = 0
# Go through all slots
array.each { |slot|
# If you can place the item in this slot
if slot.item_id == id
n = slot.add_item (n, type, id)
break if n == 0
sort_index += 1
elsif slot.item_id < id
sort_index += 1
else
break
end
}
if n > 0
# If there are empty slots
while @max_size == -1 || ((@items.size + @weapons.size + @armors.size) < @max_size)
slot = Game_LimInvSlot.new
n = slot.add_item (n, type, id)
array.insert (sort_index, slot)
sort_index += 1
break if n == 0
end
end
return n
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Remove Item
# type : the type of item being removed
# id : the ID of item being removed
# n : the amount to remove
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def remove_item (type, id, n = 1)
array = case type
when 0 then @items
when 1 then @weapons
when 2 then @armors
end
# Go through all slots in reverse order
array.reverse.each { |slot|
# If this slot has the right item in it, remove from this slot
if slot.item_type == type && slot.item_id == id
n = slot.remove_item (n)
array.delete (slot) if slot.amount == 0
break if n == 0
end
}
return n
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Get Item Slots
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def slots
return @items + @weapons + @armors
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Check Space
# item : an RPG::Item, RPG::Weapon, or RPG::Armor object
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def enough_space? (slot)
return true if @max_size == -1 || slots.size < @max_size
# Check array for other instances of the item
array = [@items, @weapons, @armors][slot.item_type]
array.each { |i|
if i.item_id > slot.item_id
break
elsif i.item_id == slot.item_id
return true if i.space_left < slot.item.ma_stack_amount
end
}
return false
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Equals?
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def == (other)
return false unless other.is_a? (Game_LimitedInventory)
return false if @max_size != other.max_size
return false if slots != other.slots
return super (other)
end
end
#==============================================================================
# ** Game Actor
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# aliased method - change_equip
#==============================================================================
class Game_Actor
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Change Equip
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias mdrnalgbra_gkl009_invlimits_cng_eqp_82h4 change_equip
def change_equip (*args)
# Run Original Method
mdrnalgbra_gkl009_invlimits_cng_eqp_82h4 (*args)
# Since you gain items before you lose them, check if item is Loot when it
# could be in Party inventory
if !$game_temp.slots_to_discard.slots.empty?
# Take as many from loot as possible
$game_temp.slots_to_discard.slots.reverse.each { |slot|
break unless $game_party.limit_inventory.enough_space? (slot)
item, type, id, n = slot.item, slot.item_type, slot.item_id, slot.amount
$game_party.gain_item (item, n)
$game_temp.slots_to_discard.remove_item (type, id, n)
}
end
end
end
#==============================================================================
# ** Game Party
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# new instance variable - limit_inventory
# aliased methods - initialize, gain_item
#==============================================================================
class Game_Party
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Public Instance Variables
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
attr_reader :limit_inventory # A Game_LimitedInventory object
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Object Initialization
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias modlg_lm_inv_grafkal_init_4n56 initialize
def initialize
# Run Original method
modlg_lm_inv_grafkal_init_4n56
# Create Inventory object
@limit_inventory = Game_LimitedInventory.new (RPG::MA_DEFAULT_INVENTORY_SIZE)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Gain Items (or lose)
# item : Item
# n : Number
# include_equip : Include equipped items
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias drnlgbr_grafikal_limited_inventory_gn_itm_94n6 gain_item
def gain_item(item, n, include_equip = false)
# Run Original method
drnlgbr_grafikal_limited_inventory_gn_itm_94n6 (item, n, include_equip)
if item != nil
type = item.is_a? (RPG::Item) ? 0 : item.is_a? (RPG::Weapon) ? 1 : 2
# Gain or lose item depending on everything.
if n > 0
n2 = @limit_inventory.add_item (type, item.id, n)
n -= n2
# If it is a nondiscardable item and you cannot hold all of them
if !item.ma_discardable?
while n2 > 0
# Find first nondiscardable item in the inventory
for i in 0...@limit_inventory.slots.size
slot = @limit_inventory.slots[i]
if slot.item.ma_discardable?
l_type, id = slot.item_type, slot.item_id
# Find smallest slot of that item
while l_type == slot.item_type && id == slot.item_id
i += 1
slot = @limit_inventory.slots[i]
end
l_item, l_n = @limit_inventory.slots[i - 1].item, @limit_inventory.slots[i - 1].amount
break
end
end
# Remove that item from inventory
lose_item (l_item, l_n)
$game_temp.slots_to_discard.add_item (l_type, id, l_n)
n3 = @limit_inventory.add_item (type, item.id, n2)
n -= n3
n2 = n3
end
end
else
n2 = @limit_inventory.remove_item (type, item.id, -1*n)
n += n2
n2 *= -1
end
end
return if item == nil
# Send rest to loot
if n2 > 0
$game_temp.slots_to_discard.add_item (type, item.id, n2)
elsif n2 < 0
$game_temp.slots_to_discard.remove_item (type, item.id, -1*n2)
end
end
end
#==============================================================================
# ** Game Interpreter
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# aliased method - command_end
# new method - resize_inventory
#==============================================================================
class Game_Interpreter
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Resize Inventory
# new_size : the size you now want the inventory to be
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def resize_inventory (new_size)
$game_party.limit_inventory.resize (new_size)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Command End
#``````````````````````````````````````````````````````````````````````````
# If there are items in $game_temp.loot, open up the inventory
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias modalg_grid_inventory_open_inventory_end_command command_end
def command_end
# Run Original Method
modalg_grid_inventory_open_inventory_end_command
unless $game_temp.slots_to_discard.slots.empty?
$scene = Scene_Item.new
end
end
end
class Window_Item
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Refresh
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias mdrnalg_gral9_ivntlim_rfrsh_2n45 refresh
def refresh (inventory = $game_party.limit_inventory, columns = @column_max)
if self.is_a? (Window_EquipItem)
mdrnalg_gral9_ivntlim_rfrsh_2n45
return
end
@is_loot = inventory == $game_temp.slots_to_discard
@spacing = 32
@data = []
@empty_sprites.each { |sprite| sprite.dispose } unless @empty_sprites == nil
@empty_sprites = []
@column_max = columns
for slot in inventory.slots
next unless include?(slot.item)
@data.push(slot)
if slot.item.is_a?(RPG::Item) and slot.item_id == $game_party.last_item_id
self.index = @data.size - 1
end
end
@item_max = inventory.max_size == -1 ? @data.size : inventory.max_size
create_contents
# Calculate number of empty slots to draw
empty_slots = (inventory.max_size == -1 || !$scene.is_a? (Scene_Item)) ? 0 : inventory.max_size - inventory.slots.size
@wlh = (self.contents.height * @column_max) / ([@data.size + empty_slots, 1].max)
@wlh = @wlh > 32 ? 32 : @wlh < WLH ? WLH : @wlh
for i in 0...@data.size
draw_item(i)
end
sprite_viewport = Viewport.new (self.x + 16, self.y + 16, self.width - 32, self.height - 32)
viewport_adjusted = false
for i in @data.size...empty_slots + @data.size
rect = item_rect (i)
if rect.y + rect.height > page_row_max*@wlh && !viewport_adjusted
sprite_viewport.rect.height = rect.y
viewport_adjusted = true
end
sprite = Sprite_Base.new (sprite_viewport)
sprite.x, sprite.y = rect.x, rect.y
sprite.visible = self.visible
sprite.blend_type = 2
empty_bmp = Bitmap.new (rect.width, rect.height) if empty_bmp == nil
sprite.bitmap = empty_bmp.dup
sprite.bitmap.fill_rect (0, 1, rect.width, rect.height - 2, Color.new (127, 127, 127, 105))
@empty_sprites.push (sprite)
end
empty_bmp.dispose unless empty_bmp == nil
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Item Rect
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def item_rect (index)
wlh = @wlh == nil ? WLH : @wlh
rect = Rect.new(0, 0, 0, 0)
rect.width = (contents.width + @spacing) / @column_max - @spacing
rect.height = wlh
rect.x = index % @column_max * (rect.width + @spacing)
rect.y = index / @column_max * wlh
return rect
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Set Top Row
# row : row shown on top
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def top_row=(row)
old_oy = self.oy
super (row)
@empty_sprites.each { |sprite| sprite.y -= (self.oy - old_oy) }
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Draw Item
# index : item number
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias mdrnalgbr_rfl009_limitedinvntry_drwitm_2hd4 draw_item
def draw_item(index)
if self.is_a? (Window_EquipItem)
mdrnalgbr_rfl009_limitedinvntry_drwitm_2hd4 (index)
return
end
rect = item_rect(index)
self.contents.clear_rect(rect)
item = @data[index].item
if item != nil
n = @data[index].amount
enabled = @is_loot ? true : enable?(item)
rect.width -= 4
y = rect.y + ((rect.height - WLH) / 2)
draw_item_name(item, rect.x, y, enabled)
self.contents.draw_text(rect, sprintf("#{Vocab::MA_AMOUNT_PREFIX}%2d", n), 2) unless n < 2
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Get Item
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias ma_grfkl_lim_nvtry_item_8rn item
def item
return ma_grfkl_lim_nvtry_item_8rn if self.is_a? (Window_EquipItem)
return ma_grfkl_lim_nvtry_item_8rn == nil ? nil : ma_grfkl_lim_nvtry_item_8rn.item
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Sprite Disposal
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def dispose
super
@empty_sprites.each { |sprite| sprite.dispose } unless self.is_a? (Window_EquipItem)
end
end
#==============================================================================
# ** Window_EmptyCount
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# This window displays the number of free slots in the inventory.
#==============================================================================
#==============================================================================
# ** Window_InvCommand
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# This is a Window_Command, specialized to allow for frequent resetting of the
# commands
#==============================================================================
#==============================================================================
# ** Window Warning
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# This window checks before destroying slot items
#==============================================================================
class Window_Warning < Window_Selectable
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Object Initialization
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def initialize
x = (Graphics.width - 256) / 2
y = (Graphics.height - (32 + 2*WLH)) / 2
super (x, y, 256, 32 + 2*WLH)
@item_max = 2
@column_max = 2
@index = 1
create_contents
# Draw Warning Label
self.contents.draw_text (0, 0, contents.width, WLH, Vocab::MA_WARNING_LABEL, 1)
# Draw Yes and No Options
index = 0
[Vocab::MA_WARNING_YES, Vocab::MA_WARNING_NO].each { |command|
rect = item_rect (index)
self.contents.draw_text (rect, command, 1)
index += 1
}
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Get rectangle for displaying items
# index : item number
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def item_rect(index)
rect = Rect.new(0, 0, 0, 0)
rect.width = (self.contents.width / 4) - 10
rect.height = WLH
rect.x = rect.width + (index*(20 + rect.width))
rect.y = WLH
return rect
end
end
#==============================================================================
# ** Scene Equip
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# aliased method - return_scene
#==============================================================================
class Scene_Equip
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Return Scene
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias rnalbr_grafikal009_invlimits_rtrn_scn_eqp_4wk4 return_scene
def return_scene
if $game_temp.slots_to_discard.slots.empty?
rnalbr_grafikal009_invlimits_rtrn_scn_eqp_4wk4
else
$scene = Scene_Item.new
end
end
end
#==============================================================================
# ** Scene Battle
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# aliased method - battle_end
#==============================================================================
class Scene_Battle
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * End Battle
# result : Results (0: win, 1: escape, 2:lose)
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias mrnagbr_gkal009_vntrylim_bttlend_5dm4 battle_end
def battle_end(result)
# Run original Method
mrnagbr_gkal009_vntrylim_bttlend_5dm4 (result)
if !$game_temp.slots_to_discard.slots.empty? && !$scene.is_a? (Scene_Gameover)
$scene = Scene_Item.new
end
end
end
#==============================================================================
# ** Scene Item
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# Summary of Changes:
# aliased methods - start, terminate
#==============================================================================
class Scene_Item
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Start processing
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def start
super
create_menu_background
@activated_frame = false
@viewport = Viewport.new(0, 0, Graphics.width, Graphics.height)
@help_window = Window_Help.new
@help_window.width = Graphics.width
@help_window.viewport = @viewport
wlh = Window_Base::WLH
@item_window = Window_Item.new(0, 32 + wlh, Graphics.width, Graphics.height - 32 - wlh)
@item_window.help_window = @help_window
@item_window.active = false
@item_window.viewport = @viewport
@active_window = @item_window
@target_window = Window_MenuStatus.new(0, 0)
@target_window.x = Graphics.width - @target_window.width
@target_window.height = Graphics.height
@target_window.z = 150
hide_target_window
# Create Empty Counter
@emptycount_window = Window_EmptyCount.new
@emptycount_window.viewport = @viewport
# Create Loot Window
wdth = Graphics.width / 2
hght = Graphics.height - 64 - 2*wlh
@loot_window = Window_Item.new (wdth, 64 + (2*wlh), wdth, hght)
@loot_window.index = -1
@loot_window.viewport = @viewport
# Create Loot Label Window
@lootlabel_window = Window_Base.new (wdth, 32 + wlh, wdth, 32 + wlh)
@lootlabel_window.visible = false
@lootlabel_window.contents.font.color = @lootlabel_window.system_color
@lootlabel_window.contents.draw_text (0, 0, 240, wlh, Vocab::MA_LOOT_LABEL, 1)
@lootlabel_window.viewport = @viewport
commands = [Vocab::MA_COMMAND_USE, Vocab::MA_COMMAND_DISCARD]
@command_window = Window_InvCommand.new (160, commands)
@command_window.visible = false
@command_window.active = 0
@loot_window.active = false
# If no loot, hide the window
if $game_temp.slots_to_discard.slots.empty?
@loot_window.visible = false
@loot_window.refresh ($game_temp.slots_to_discard, 1)
@overloaded_initially = false
else
show_loot
@overloaded_initially = true
end
@last_index = $game_party.last_item_id
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Return Scene
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias malg_grfk_inventoy_lmt_rtrnscn_1h45 return_scene
def return_scene
# If Still items left in Loot
if RPG::MA_WARN_WINDOW && !$game_temp.slots_to_discard.slots.empty?
# Give warning
@warning_window = Window_Warning.new
return
end
if @overloaded_initially
$scene = Scene_Map.new
else
# Run Original Method
malg_grfk_inventoy_lmt_rtrnscn_1h45
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Show Target Window
# right : Right justification flag (if false, left justification)
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def show_target_window(right)
right = @loot_window.visible ? @active_window == @item_window : right
@item_window.active = false
width_remain = Graphics.width - @target_window.width
@target_window.x = right ? width_remain : 0
@target_window.visible = true
@target_window.active = true
if right
@viewport.rect.set(0, 0, width_remain, @target_window.height)
@viewport.ox = 0
else
@viewport.rect.set(@target_window.width, 0, width_remain, @target_window.height)
@viewport.ox = @target_window.width
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Hide Target Window
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def hide_target_window
@item_window.active = true
@target_window.visible = false
@target_window.active = false
@viewport.rect.set(0, 0, Graphics.width, Graphics.height)
@viewport.ox = 0
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Termination processing
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias mdlg_graf009_invlimit_trmnte_itemscene_5bd3 terminate
def terminate (*args)
# Run Original Method
mdlg_graf009_invlimit_trmnte_itemscene_5bd3 (*args)
# Dispose of new windows
@emptycount_window.dispose
@loot_window.dispose
@lootlabel_window.dispose
@command_window.dispose
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Update Frame
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias malg_gfl009_limitedinventory_upt_2h45 update
def update
# If Warning Window Active
if @warning_window != nil
update_warning_window
return
end
malg_gfl009_limitedinventory_upt_2h45
@loot_window.update
@command_window.update
if @activated_frame
@activated_frame = false
return
end
if @loot_window.active
update_item_selection
elsif @command_window.active
update_command_selection
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Update Item Selection
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias moal_rfkl9_invntr_limit_upditmselect_1hr4 update_item_selection
def update_item_selection
@command_window.visible = false if @command_window.visible
# Switch between windows by pressing Left or Right
if @loot_window.visible && (Input.trigger? (Input::LEFT) || Input.trigger? (Input::RIGHT))
Sound.play_cursor
@active_window.index = -1
loot_window_active = @loot_window.active
@active_window.active = false
@active_window = loot_window_active ? @item_window : @loot_window
@active_window.active = true
@active_window.index = 0
@activated_frame = true
end
# IF ESC pressed
if Input.trigger?(Input::B)
Sound.play_cancel
return_scene
elsif Input.trigger?(Input::C)
# If exchanging
if @loot_window.index > -1 && @item_window.active
slot = @active_window.ma_grfkl_lim_nvtry_item_8rn
slot2 = @loot_window.ma_grfkl_lim_nvtry_item_8rn
type, id, n = slot2.item_type, slot2.item_id, slot2.amount
if slot != nil
if !slot.item.ma_discardable? # Undiscardable Item
Sound.play_buzzer
return
else
type2, id2, n2 = slot.item_type, slot.item_id, slot.amount
$game_temp.slots_to_discard.add_item (type2, id2, n2)
$game_party.limit_inventory.remove_item (type2, id2, n2)
end
end
$game_party.limit_inventory.add_item (type, id, n)
$game_temp.slots_to_discard.remove_item (type, id, n)
RPG::SE.new (Sound::MA_EXCHANGE_SE).play
check_to_hide_loot
@loot_window.active = false
@loot_window.index = -1
else # If selecting
item = @active_window.item
if item != nil && (@loot_window.active || item.ma_discardable? || $game_party.item_can_use? (item))
Sound.play_decision
@active_window = @loot_window.active ? @loot_window : @item_window
start_command_window
else
Sound.play_buzzer
end
end
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Update Command
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def update_command_selection
removed_from_loot = false
if Input.trigger?(Input::B)
Sound.play_cancel
# Deactivate Command Window
@command_window.active = false
@command_window.index = -1
@command_window.visible = false
# Reactivat previous Window
@active_window.active = true
elsif Input.trigger?(Input::C)
if @active_window == @item_window
case @command_window.index
when 0 # Use
moal_rfkl9_invntr_limit_upditmselect_1hr4
@command_window.active = false if $game_party.item_can_use?(@item) && @item.scope != 0
when 1 # Discard
# Get slot
slot = @item_window.ma_grfkl_lim_nvtry_item_8rn
unless slot.item.ma_discardable?
Sound.play_buzzer
return
end
type, id, n = slot.item_type, slot.item_id, slot.amount
# Discard additional slots
$game_party.limit_inventory.remove_item (type, id, n)
$game_temp.slots_to_discard.add_item (type, id, n)
# Deactivate Command Window
@command_window.active = false
@command_window.index = -1
@command_window.visible = false
# Reactivate previous Window
if @loot_window.visible
@item_window.refresh ($game_party.limit_inventory, 1)
@loot_window.refresh ($game_temp.slots_to_discard, 1)
else
show_loot
end
@item_window.active = true
RPG::SE.new (Sound::MA_DISCARD_SE).play
end
@emptycount_window.refresh ($game_party.limit_inventory)
else # Called from Loot Window
slot = @loot_window.ma_grfkl_lim_nvtry_item_8rn
# Get slot stats
type, id, n = slot.item_type, slot.item_id, slot.amount
case @command_window.index
when 0 # Take
# If inventory has empty spaces
if $game_party.limit_inventory.enough_space? (@loot_window.ma_grfkl_lim_nvtry_item_8rn)
# Remove from loot and add to Inventory
n2 = $game_party.limit_inventory.add_item (type, id, n)
$game_temp.slots_to_discard.remove_item (type, id, n - n2)
RPG::SE.new (Sound::MA_TAKE_SE).play
removed_from_loot = true
else
Sound.play_buzzer
end
when 1 # Exchange
# Deactivate Command Window
@command_window.visible = false
@command_window.active = false
# Activate Item Window
@item_window.active = true
@item_window.index = 0
@active_window = @item_window
Sound.play_decision
when 2 # Destroy
$game_party.drnlgbr_grafikal_limited_inventory_gn_itm_94n6 (slot.item, -1*n)
$game_temp.slots_to_discard.remove_item (type, id, n)
RPG::SE.new (Sound::MA_DESTROY_SE).play
removed_from_loot = true
end
if removed_from_loot
@command_window.active = false
@command_window.visible = false
check_to_hide_loot
end
end
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Update Warning
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def update_warning_window
@warning_window.update
if Input.trigger? (Input::B)
# Play Cancel SE
Sound.play_cancel
# Dispose Warning
@warning_window.dispose
@warning_window = nil
elsif Input.trigger? (Input::C)
# Play Decision SE
Sound.play_decision
# When Yes
if @warning_window.index == 0
# End Scene
clear_loot_slots
return_scene
end
@warning_window.dispose
@warning_window = nil
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Use Item (apply effects to non-ally targets)
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
alias modalg_grkl_liminv_ustmnntrgt_2hb4 use_item_nontarget
def use_item_nontarget
# Get last instance of this item in the inventory.
id = @item_window.index
while id == @item_window.index
@item_window.index += 1
id += 1 if @item == @item_window.item
end
@item_window.index -= 1
modalg_grkl_liminv_ustmnntrgt_2hb4
$game_party.last_item_id = @item_window.index
# Refresh Item Window if that slot is now empty
if @item_window.item == nil
@item_window.refresh
@emptycount_window.refresh ($game_party.limit_inventory)
hide_target_window
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Show Loot
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def show_loot
@loot_window.refresh ($game_temp.slots_to_discard, 1)
@loot_window.update
@loot_window.visible = true
@lootlabel_window.visible = true
@item_window.width = Graphics.width / 2
@item_window.refresh ($game_party.limit_inventory, 1)
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Check to Hide Loot
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def check_to_hide_loot
@loot_window.refresh ($game_temp.slots_to_discard, 1)
@emptycount_window.refresh ($game_party.limit_inventory)
# If there are no more items in loot
if $game_temp.slots_to_discard.slots.size == 0
# Hide Loot Window
@loot_window.visible = false
@loot_window.active = false
@loot_window.index = -1
@lootlabel_window.visible = false
@item_window.width = Graphics.width
@item_window.index = 0
@item_window.refresh ($game_party.limit_inventory, 2)
@item_window.active = true
@active_window = @item_window
else
@item_window.refresh ($game_party.limit_inventory, 1)
@loot_window.active = true
end
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Start Command Window
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def start_command_window
# Set command window based on which window it is called from
if @item_window.active
@command_window.reset_commands ([Vocab::MA_COMMAND_USE, Vocab::MA_COMMAND_DISCARD])
item = @item_window.item
@command_window.draw_item (0, false) unless $game_party.item_can_use? (item)
@command_window.draw_item (1, false) unless item.ma_discardable?
elsif @loot_window.active
cmnds = [Vocab::MA_COMMAND_TAKE, Vocab::MA_COMMAND_EXCHANGE, Vocab::MA_COMMAND_DESTROY]
@command_window.reset_commands (cmnds)
@command_window.draw_item (0, $game_party.limit_inventory.enough_space? (@loot_window.ma_grfkl_lim_nvtry_item_8rn))
end
rect = @active_window.item_rect (@active_window.index)
x = @active_window.x + 16 + rect.x
if x < (Graphics.width / 2)
x += rect.width
else
x -= @command_window.width
end
@command_window.x = x
# Get y coordinate
y = @active_window.y + 16 + rect.y - ((@command_window.height - rect.height) / 2)
y = (y + @command_window.height) > Graphics.height ? (Graphics.height - @command_window.height) : y
@command_window.y = y < @active_window.y ? @active_window.y : y
@command_window.index = 0
@command_window.visible = true
@command_window.active = true
# Deactivate last window
@active_window.active = false
@activated_frame = true
end
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
# * Clear Loot Slots
#~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
def clear_loot_slots
# Destroy all items in Loot
unless $game_temp.slots_to_discard.slots.empty?
# Update Party Hash and remove items
$game_temp.slots_to_discard.slots.each { |slot|
$game_party.drnlgbr_grafikal_limited_inventory_gn_itm_94n6 (slot.item, -1*slot.amount)
}
RPG::SE.new (Sound::MA_DESTROY_SE).play
$game_temp.slots_to_discard.clear
end
end
end
Ayene - Czw 04 Lut, 2010 21:57 To nie jest kwestia dopracowania skryptu, tylko po prostu kompatybilności. Modern algebra również zmienia Scene_Item i Window_Item, dlatego się kłócą. Co najwyżej skrypt modern algebry można przerobić, by też wyświetlało okienko z informacją.Szczurek - Czw 04 Lut, 2010 22:59 Czemu w takim razie wszystko jest ok, dopóki nie chcę wyjść z Menu przedmiotów ? Wszystko wyświetla się poprawnie, dopiero po naciśnięciu ESC buguje. Wydawałoby się, że jeśli wszystko wyświetla się poprawnie, to będą współpracować. Możesz podpowiedzieć w takim razie, co i gdzie po zmieniać ?bionicl - Pią 05 Lut, 2010 00:01 Ja, to nawet bez tego co ty dałeś Szczurek, Mam taki błąd. Wszystko dobrze, klikam esc, BŁĄD! Nie wiem dlaczego...Ayene - Pią 05 Lut, 2010 00:42 bionicl, jaki błąd wyskakuje, o jakiej treści? W której linijce?
Szczurek, trzeba dodać poszczególne okna i definicje w Scene_Item w skrypcie modern algebry. Zobaczymy, jak jutro znajdę trochę czasu i nie będę miała 39 st. gorączki to spróbuję je dostosować.bionicl - Pią 05 Lut, 2010 11:20 Ayene - Pią 05 Lut, 2010 13:00 bionicl, a sprawdzałeś w czystym projekcie, czy skrypt działa? I czy jesteś pewien, że poprawnie skopiowałeś i wkleiłeś skrypt? Pytam tylko dlatego, że u mnie działa bez zastrzeżeń.bionicl - Pią 05 Lut, 2010 13:20 W czystym działa...Ayene - Pią 05 Lut, 2010 14:16 A masz jakiś skrypt w swoim projekcie, który zmienia Przedmioty w Menu? Widocznie skrypt ten jest bliżej Main, nadpisuje definicje w Scene_Item, przez co nie może usunąć okienek, które nie zostały zaimplementowane w def Start.Szczurek - Pią 05 Lut, 2010 15:54
Ayene napisał/a:
jak jutro znajdę trochę czasu i nie będę miała 39 st. gorączki to spróbuję je dostosować.
Byłbym bardzo wdzięczny, bo ja nawet nie próbuję, bo jak narazie Ruby nie ujawnia żadnego pokrewieństwa logicznego z bardziej znanymi mi językami programowania :D
Poza tym Ty napewno zrobisz to 1000 razy optymalniej, mnie, nawet jeśli się uda, to skrypt utyje o 10 tys linijek Ayene - Czw 11 Lut, 2010 20:45 Cóż, próbowałam, ale nie udało mi się połączyć skryptów. W pierwszym momencie zastosowałam po prostu aliasy, ale nie zadziałało (wszystko ładnie wyświetlało, tylko okno potwierdzenia nie wyskakiwało). Niestety ale skrypt modern algebry jest dla mnie zupełnie nieczytelny. Zmiany jakie wprowadza kolejno odwołują się do nowych definicji a te do nowych - według mnie niepotrzebnych - zmiennych przez co, po pewnym czasie krążąc po skrypcie, człowiek się gubi i musi zaczynać od początku. Wiele fragmentów się powiela, nie ma jakiejś takiej spójności jak u innych twórców. Dlatego pasuję. Przykro mi, że nie mogę pomóc.Szczurek - Czw 11 Lut, 2010 21:38 No trudno, doceniam, że próbowałaś :)
Wygląda na to, że muszę przemyśleć, co się grze bardziej przyda, niestety skrypt modern algebry narazie prowadzi, bo bez niego system depozytu nie ma większego sensu :)Agumon - Czw 25 Lut, 2010 20:20 Ej a ja mam pytanko...
Dało by sie dać np obrazek 300x200 ????
Bo jak ja daje tomi go z 300x200 robi 200x200...
Pomoże ktoś???Ayene - Czw 25 Lut, 2010 21:46 Zmień (linijka 28):