Hallo liebe Community!
In anderen Foren hatte ich keine Hilfe erhalten... mal sehen ob es hier nun anders verläuft.
Ich habe mir jetzt eine HP- Anzeige (bzw. ein AKS) ins Spiel eingebaut, nur hab ich jetzt imme rdie HP- Anzeige im Spiel (auch im Intro, etc.). Soll heißen, das Script wird das ganze Spiel über verwendet. Wie kann ich das jetzt machen, dass ich diese Anzeige auf Kommando einschalten kann? Hier kann man die Leiste mit der Taste "E" an und ausschalten. Wie mache ich das aber nun, dass ich das mit nem Switch oder sowas an- und ausschalten kann? Hier mal der Code:
Und noch ne Frage:
Ich hab ein Monsterbuch- Script gefunden (um Statuswerte der bisher getroffenen und besiegten Monster anzuzeigen). Ist toll, nur geht das dummerweise ausschließlich mit dem Standard KS. Und was mache ich nun, damit ich das auch mit meinem Action Kampfsystem hab?
(Der Code) :
In anderen Foren hatte ich keine Hilfe erhalten... mal sehen ob es hier nun anders verläuft.

Ich habe mir jetzt eine HP- Anzeige (bzw. ein AKS) ins Spiel eingebaut, nur hab ich jetzt imme rdie HP- Anzeige im Spiel (auch im Intro, etc.). Soll heißen, das Script wird das ganze Spiel über verwendet. Wie kann ich das jetzt machen, dass ich diese Anzeige auf Kommando einschalten kann? Hier kann man die Leiste mit der Taste "E" an und ausschalten. Wie mache ich das aber nun, dass ich das mit nem Switch oder sowas an- und ausschalten kann? Hier mal der Code:
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Quellcode |
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#==============================================================================
# ** HUD
#------------------------------------------------------------------------------
# Mr.Mo "Muhammet Sivri"
# Version 1
# 10.01.06
# Credit Prexus for the Hud back ground.
#==============================================================================
#-------------------------------------------------------------------------------
# Begin SDK Enabled Check
#-------------------------------------------------------------------------------
if SDK.state("Mr.Mo's ABS")
#--------------------------------------------------------------------------
# * Constants - MAKE YOUR EDITS HERE
#--------------------------------------------------------------------------
HP_X = 77 # X POS of the HP Bar
HP_Y = 3 # Y POS of the HP Bar
HP_WIDTH = 55 # WIDTH of the HP Bar
HP_HEIGHT = 40 # Height of the HP Bar
#--------------------------------------------------------------------------
SP_X = 54 # X POS of the SP Bar
SP_Y = 22 # Y POS of the SP Bar
SP_WIDTH = 55 # WIDTH of the SP Bar
SP_HEIGHT = 5 # Height of the SP Bar
#--------------------------------------------------------------------------
EXP_X = 55 # X POS of the EXP Bar
EXP_Y = 42 # Y POS of the EXP Bar
EXP_WIDTH = 60 # WIDTH of the EXP Bar
EXP_HEIGHT = 5 # Height of the EXP Bar
#--------------------------------------------------------------------------
STATES_SHOW = true # Show states?
STATES_X = 170 # States X display
STATES_Y = 430 # States Y display
#--------------------------------------------------------------------------
SHOW_DASH = true # Show dash bar?
DASH_X = 490 # X POS of the DASH Bar
DASH_Y = 430 # Y POS of the DASH Bar
DASH_WIDTH = 120 # WIDTH of the DASH Bar
DASH_HEIGHT = 10 # Height of the DASH Bar
DASH_BAR = "018-Simple03" # The file used for gradient
#--------------------------------------------------------------------------
SHOW_SNEAK = true # Show SNEAK bar?
SNEAK_X = 490 # X POS of the SNEAK Bar
SNEAK_Y = 455 # Y POS of the SNEAK Bar
SNEAK_WIDTH = 120 # WIDTH of the SNEAK Bar
SNEAK_HEIGHT = 10 # Height of the SNEAK Bar
SNEAK_BAR = "019-Simple04" # The file used for gradient
#--------------------------------------------------------------------------
LOW_HP = 150 # What HP should the low HP icon be shown?
#--------------------------------------------------------------------------
HP_ITEMID = 1 # POTION ITEM ID
SP_ITEMID = 4 # SP Increase Item ID
#--------------------------------------------------------------------------
CAN_TOGGLE = true
TOGGLE_KEY = Input::Letters["E"]
#--------------------------------------------------------------------------
class Window_MrMo_HUD < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(-16, -16, 700, 700)
#Record Old Data
@actor = $game_party.actors[0]
@old_hp = @actor.hp
@old_sp = @actor.sp
@old_exp = @actor.exp
@level = @actor.level
@hp_n = $game_party.item_number(HP_ITEMID)
@sp_n = $game_party.item_number(SP_ITEMID)
@gold_n = $game_party.gold
@states = @actor.states.to_s
@dash = $ABS.dash_min
@sneak = $ABS.sneak_min
#Create Bitmap
self.contents = Bitmap.new(width - 32, height - 32)
#Hide Window
self.opacity = 0
#Refresh
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = system_color
self.contents.font.color = normal_color
self.contents.font.size = 12
#Record new data
@actor = $game_party.actors[0]
@old_hp = @actor.hp
@old_sp = @actor.sp
@old_exp = @actor.exp
@level = @actor.level
@hp_n = $game_party.item_number(HP_ITEMID)
@sp_n = $game_party.item_number(SP_ITEMID)
@gold_n = $game_party.gold
@states = @actor.states.to_s
@dash = $ABS.dash_min
@sneak = $ABS.sneak_min
#Show the Pictures
bitmap = RPG::Cache.picture("HUD Graphic")
self.contents.blt(0, 0, bitmap, Rect.new(0, 10, 175, 175))
bitmap = RPG::Cache.picture("HUD Display")
self.contents.blt(15, 380, bitmap, Rect.new(0, 0, 175, 175))
#Show the HP Symbol
bitmap = RPG::Cache.icon("HP Symbol")
self.contents.blt(0, -2, bitmap, Rect.new(0, 0, 24, 24))
self.contents.draw_text(35, -9, 640, 32, "HP")
#Draw the HP BAR
draw_gradient_bar(HP_X, HP_Y, @actor.hp, @actor.maxhp, HP_BAR, HP_WIDTH, HP_HEIGHT)
#Show the SP Symbol
bitmap = RPG::Cache.icon("SP Symbol")
self.contents.blt(0, 18, bitmap, Rect.new(0, 0, 24, 24))
self.contents.draw_text(35, 11, 640, 32, "SP")
#Draw the SP Bar
draw_gradient_bar(SP_X, SP_Y, @actor.sp, @actor.maxsp, SP_BAR, SP_WIDTH, SP_HEIGHT)
#Show the EXP Symbol
bitmap = RPG::Cache.icon("EXP Symbol")
self.contents.blt(0, 37, bitmap, Rect.new(0, 0, 24, 24))
self.contents.draw_text(35, 30, 640, 32, "EXP")
#Draw the EXP Bar
min = @actor.level == 99 ? 1 : @actor.now_exp
max = @actor.level == 99 ? 1 : @actor.next_exp
draw_gradient_bar(EXP_X, EXP_Y, min, max, EXP_BAR, EXP_WIDTH, EXP_HEIGHT)
#Show Hero Icon
bitmap = RPG::Cache.icon("Hero")
self.contents.blt(2, 59, bitmap, Rect.new(0, 0, 24, 24))
self.contents.draw_text(35, 49, 640, 32, "Hero:")
self.contents.draw_text(30, 59, 640, 32, @actor.name.to_s)
#Show Level Icon
bitmap = RPG::Cache.icon("Level")
self.contents.blt(2, 81, bitmap, Rect.new(0, 0, 24, 24))
self.contents.draw_text(33, 72, 640, 32, "Level:")
self.contents.draw_text(43, 82, 640, 32, @actor.level.to_s)
#Show Gold Icon
bitmap = RPG::Cache.icon("Gold")
self.contents.blt(35, 390, bitmap, Rect.new(0, 0, 24, 24))
self.contents.draw_text(30, 400, 640, 32, $game_party.gold.to_s)
self.contents.draw_text(85, 430, 400, 32, $ats.clock.to_s) if SDK.state("ATS")
#If the HP is too low
if @actor.hp.to_i <= LOW_HP
bitmap = RPG::Cache.icon("Skull")
self.contents.blt(130, 0, bitmap, Rect.new(0, 0, 24, 24))
end
#If the SP Item is more then 0
if $game_party.item_number(SP_ITEMID) > 0
bitmap = RPG::Cache.icon("SP Potion")
self.contents.blt(110, 20, bitmap, Rect.new(0, 0, 24, 24))
end
#if the HP Item is more then 0
if $game_party.item_number(HP_ITEMID) > 0
bitmap = RPG::Cache.icon("HP Potion")
self.contents.blt(110, 0, bitmap, Rect.new(0, 0, 24, 24))
end
return if !STATES_SHOW
#Draw States
n = 0
for id in @actor.states
state = $data_states[id]
next if state == nil
bitmap = RPG::Cache.icon(state.name+"_Icon")
x = (n*32) + STATES_X
self.contents.blt(x, STATES_Y, bitmap, Rect.new(0, 0, 24, 24))
n += 1
end
#Change font size
self.contents.font.size = 20
#Dash Bar
self.contents.draw_text(DASH_X - 40, DASH_Y-10, 40, 32, "Dash: ") if SHOW_DASH
draw_gradient_bar(DASH_X, DASH_Y, $ABS.dash_min, $ABS.dash_max, DASH_BAR, DASH_WIDTH, DASH_HEIGHT) if SHOW_DASH
#SNEAK Bar
self.contents.draw_text(SNEAK_X - 40, SNEAK_Y-10, 40, 32, "Sneak: ") if SHOW_SNEAK
draw_gradient_bar(SNEAK_X, SNEAK_Y, $ABS.sneak_min, $ABS.sneak_max, SNEAK_BAR, SNEAK_WIDTH, SNEAK_HEIGHT) if SHOW_SNEAK
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
refresh if something_changed?
end
#--------------------------------------------------------------------------
# * Something Changed?
#--------------------------------------------------------------------------
def something_changed?
return false if Graphics.frame_count % 30 != 0
return true if @actor != $game_party.actors[0]
return true if @old_hp != @actor.hp or @old_sp != @actor.sp or @old_exp != @actor.exp
return true if @level != @actor.level
return true if @hp_n != $game_party.item_number(HP_ITEMID) or @sp_n != $game_party.item_number(SP_ITEMID)
return true if @gold_n != $game_party.gold
return true if @states.to_s != @actor.states.to_s
return true if @dash != $ABS.dash_min or @sneak != $ABS.sneak_min
return false
end
#--------------------------------------------------------------------------
# * TOGGLE KEY
#--------------------------------------------------------------------------
def TOGGLE_KEY
return TOGGLE_KEY
end
#--------------------------------------------------------------------------
# * CAN TOGGLE
#--------------------------------------------------------------------------
def CAN_TOGGLE
return CAN_TOGGLE
end
end
#==============================================================================
# * Scene_Map
#==============================================================================
class Scene_Map
#--------------------------------------------------------------------------
alias mrmo_hud_main_draw main_draw
alias mrmo_hud_main_dispose main_dispose
alias mrmo_hud_update_graphics update_graphics
#--------------------------------------------------------------------------
# * Main Draw
#--------------------------------------------------------------------------
def main_draw
@mrmo_hud = Window_MrMo_HUD.new
mrmo_hud_main_draw
end
#--------------------------------------------------------------------------
# * Main Dispose
#--------------------------------------------------------------------------
def main_dispose
@mrmo_hud.dispose
mrmo_hud_main_dispose
end
#--------------------------------------------------------------------------
# * Update Graphics
#--------------------------------------------------------------------------
def update_graphics
mrmo_hud_update_graphics
@mrmo_hud.update
end
end
#--------------------------------------------------------------------------
# * Load Gradient from RPG::Cache
#--------------------------------------------------------------------------
module RPG
module Cache
def self.gradient(filename, hue = 0)
self.load_bitmap("Graphics/Gradients/", filename, hue)
end
end
end
class Window_Base < Window
#--------------------------------------------------------------------------
# * Constants Bar Types and Hues for parameters and parameter names
#--------------------------------------------------------------------------
HP_BAR = "014-Reds01"
SP_BAR = "013-Blues01"
EXP_BAR = "015-Greens01"
ATK_BAR = "020-Metallic01"
PDEF_BAR = "020-Metallic01"
MDEF_BAR = "020-Metallic01"
STR_BAR = "020-Metallic01"
DEX_BAR = "020-Metallic01"
AGI_BAR = "020-Metallic01"
INT_BAR = "020-Metallic01"
HUES = [150,180,60,30,270,350,320]
STATS = ["atk","pdef","mdef","str","dex","agi","int"]
# leave this alone if you don't know what you are doing
OUTLINE = 1
BORDER = 1
#--------------------------------------------------------------------------
# * Draw Gradient Bar
#--------------------------------------------------------------------------
def draw_gradient_bar(x, y, min, max, file, width = nil, height = nil, hue = 0, back = "Back", back2 = "Back2")
bar = RPG::Cache.gradient(file, hue)
back = RPG::Cache.gradient(back)
back2 = RPG::Cache.gradient(back2)
cx = BORDER
cy = BORDER
dx = OUTLINE
dy = OUTLINE
zoom_x = width != nil ? width : back.width
zoom_y = height != nil ? height : back.height
percent = min / max.to_f if max != 0
percent = 0 if max == 0
back_dest_rect = Rect.new(x,y,zoom_x,zoom_y)
back2_dest_rect = Rect.new(x+dx,y+dy,zoom_x -dx*2,zoom_y-dy*2)
bar_dest_rect = Rect.new(x+cx,y+cy,zoom_x * percent-cx*2,zoom_y-cy*2)
back_source_rect = Rect.new(0,0,back.width,back.height)
back2_source_rect = Rect.new(0,0,back2.width,back2.height)
bar_source_rect = Rect.new(0,0,bar.width* percent,bar.height)
self.contents.stretch_blt(back_dest_rect, back, back_source_rect)
self.contents.stretch_blt(back2_dest_rect, back2, back2_source_rect)
self.contents.stretch_blt(bar_dest_rect, bar, bar_source_rect)
end
def draw_vertical_gradient_bar(x, y, min, max, file, width = nil, height = nil, hue = 0, back = "Back", back2 = "Back2")
bar = RPG::Cache.gradient(file, hue)
back = RPG::Cache.gradient(back)
back2 = RPG::Cache.gradient(back2)
cx = BORDER
cy = BORDER
dx = OUTLINE
dy = OUTLINE
zoom_x = width != nil ? width : back.width
zoom_y = height != nil ? height : back.height
percent = min / max.to_f if max != 0
percent = 0 if max == 0
bar_y = (zoom_y - zoom_y * percent).ceil
source_y = bar.height - bar.height * percent
back_dest_rect = Rect.new(x,y,zoom_x,zoom_y)
back2_dest_rect = Rect.new(x+dx,y+dy,zoom_x -dx*2,zoom_y-dy*2)
bar_dest_rect = Rect.new(x+cx,y+bar_y+cy,zoom_x-cx*2,(zoom_y * percent).to_i-cy*2)
back_source_rect = Rect.new(0,0,back.width,back.height)
back2_source_rect = Rect.new(0,0,back2.width,back2.height)
bar_source_rect = Rect.new(0,source_y,bar.width,bar.height * percent)
self.contents.stretch_blt(back_dest_rect, back, back_source_rect)
self.contents.stretch_blt(back2_dest_rect, back2, back2_source_rect)
self.contents.stretch_blt(bar_dest_rect, bar, bar_source_rect)
end
#--------------------------------------------------------------------------
# * Draw HP
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : draw spot width
#--------------------------------------------------------------------------
alias trick_draw_actor_hp draw_actor_hp
def draw_actor_hp(actor, x, y, width = 144)
# Calculate if there is draw space for MaxHP
if width - 32 >= 108
hp_x = x + width - 108
flag = true
elsif width - 32 >= 48
hp_x = x + width - 48
flag = false
end
width = hp_x - x
width += $game_temp.in_battle ? 50 : 100
# Draw HP
draw_gradient_bar(x, y + 16, actor.hp, actor.maxhp, HP_BAR, width, 8)
trick_draw_actor_hp(actor, x, y, width)
end
#--------------------------------------------------------------------------
# * Draw SP
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : draw spot width
#--------------------------------------------------------------------------
alias trick_draw_actor_sp draw_actor_sp
def draw_actor_sp(actor, x, y, width = 144)
# Calculate if there is draw space for MaxHP
if width - 32 >= 108
sp_x = x + width - 108
flag = true
elsif width - 32 >= 48
sp_x = x + width - 48
flag = false
end
width = sp_x - x
width += $game_temp.in_battle ? 50 : 100
# Draw SP
draw_gradient_bar(x, y + 16, actor.sp, actor.maxsp, SP_BAR, width, 8)
trick_draw_actor_sp(actor, x, y, width)
end
#--------------------------------------------------------------------------
# * Draw Exp
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
#--------------------------------------------------------------------------
alias trick_bars_base_exp draw_actor_exp
def draw_actor_exp(actor, x, y)
min = actor.level == 99 ? 1 : actor.now_exp
max = actor.level == 99 ? 1 : actor.next_exp
draw_gradient_bar(x, y + 16, min, max, EXP_BAR, 192, 8)
trick_bars_base_exp(actor, x, y)
end
#--------------------------------------------------------------------------
# * Draw Parameter
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# type : draw which parameter
#--------------------------------------------------------------------------
alias trick_bars_base_parameter draw_actor_parameter
def draw_actor_parameter(actor, x, y, type)
hue = HUES[type]
stat = eval("actor.#{STATS[type]}")
bar_type = eval("#{STATS[type].upcase}_BAR")
draw_gradient_bar(x, y + 18, stat, 999, bar_type, 190, 8, hue)
trick_bars_base_parameter(actor, x, y, type)
end
end
class Game_Actor
#--------------------------------------------------------------------------
# * Get the current EXP
#--------------------------------------------------------------------------
def now_exp
return @exp - @exp_list[@level]
end
#--------------------------------------------------------------------------
# * Get the next level's EXP
#--------------------------------------------------------------------------
def next_exp
exp = @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
return exp
end
end
#==============================================================================
# * Scene_Map
#==============================================================================
class Scene_Map
#--------------------------------------------------------------------------
alias mrmo_keyhud_update update
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
mrmo_keyhud_update
if @mrmo_hud.CAN_TOGGLE and Input.trigger?(@mrmo_hud.TOGGLE_KEY)
return @mrmo_hud.visible = true if !@mrmo_hud.visible
return @mrmo_hud.visible = false if @mrmo_hud.visible
end
end
end
#--------------------------------------------------------------------------
# * SDK End
#--------------------------------------------------------------------------
end |
Und noch ne Frage:
Ich hab ein Monsterbuch- Script gefunden (um Statuswerte der bisher getroffenen und besiegten Monster anzuzeigen). Ist toll, nur geht das dummerweise ausschließlich mit dem Standard KS. Und was mache ich nun, damit ich das auch mit meinem Action Kampfsystem hab?
(Der Code) :
|
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Quellcode |
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PHP-Code:
#==============================================================================
# Advanced Monster Database
#--------------------------------------------------------------------------
# Created By SephirothSpawn (11.18.05)
# Last Updated 11.19.05
#==============================================================================
#==============================================================================
# Class Scene Title
#==============================================================================
class Scene_Title
#--------------------------------------------------------------------------
# Alias' New Game Method
#--------------------------------------------------------------------------
alias new_game command_new_game
#--------------------------------------------------------------------------
# Adds Beastairy Game Variables
#--------------------------------------------------------------------------
def command_new_game
# Sets Up Smithery List
$game_beastairy = Game_Beastairy.new
new_game
end
end
#==============================================================================
# Game_Temp
#==============================================================================
class Game_Temp
#--------------------------------------------------------------------------
# Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor beastairy_return
#--------------------------------------------------------------------------
# Alias Initialization
#--------------------------------------------------------------------------
alias beastairy_initialize initialize
#--------------------------------------------------------------------------
# Object Initialization
#--------------------------------------------------------------------------
def initialize
beastairy_initialize
@beastairy_return = false
end
end
#==============================================================================
# Class Game Beastairy
#==============================================================================
class Game_Beastairy
#--------------------------------------------------------------------------
# Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor monster_groups
#------------------------------------------------------------------#==============================================================================
# Advanced Monster Database
#--------------------------------------------------------------------------
# Created By SephirothSpawn (11.18.05)
# Last Updated 11.19.05
#==============================================================================
#==============================================================================
# Class Scene Title
#==============================================================================
class Scene_Title
#--------------------------------------------------------------------------
# Alias' New Game Method
#--------------------------------------------------------------------------
alias new_game command_new_game
#--------------------------------------------------------------------------
# Adds Beastairy Game Variables
#--------------------------------------------------------------------------
def command_new_game
# Sets Up Smithery List
$game_beastairy = Game_Beastairy.new
new_game
end
end
#==============================================================================
# Game_Temp
#==============================================================================
class Game_Temp
#--------------------------------------------------------------------------
# Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor beastairy_return
#--------------------------------------------------------------------------
# Alias Initialization
#--------------------------------------------------------------------------
alias beastairy_initialize initialize
#--------------------------------------------------------------------------
# Object Initialization
#--------------------------------------------------------------------------
def initialize
beastairy_initialize
@beastairy_return = false
end
end
#==============================================================================
# Class Game Beastairy
#==============================================================================
class Game_Beastairy
#--------------------------------------------------------------------------
# Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor monster_groups
#--------------------------------------------------------------------------
# Object Initialization
#--------------------------------------------------------------------------
def initialize
@monster_groups = []
for i in 1...$data_enemies.size
$data_enemies[i].beastairy_setup
unless @monster_groups.include($data_enemies[i].group)
@monster_groups.push($data_enemies[i].group)
end
end
end
end
#==============================================================================
# Module RPG
#==============================================================================
module RPG
#=========================================================================
# Class Enemy
#=========================================================================
class Enemy
#--------------------------------------------------------------------------
# Public Instance Variables
#--------------------------------------------------------------------------
# Detectors
attr_accessor seen, defeated, group
# Counters
attr_accessor seen_times, defeated_times
#--------------------------------------------------------------------------
# Setup Beastairy
#--------------------------------------------------------------------------
def beastairy_setup
@seen_times, @defeated_times = 0, 0
@seen, @defeated = false, false
if @name.include('(')
a, b = @name.index('('), @name.index(')')
@group = @name.slice!(a..b)
@group.delete!('(')
@group.delete!(')')
else
@group = Unclassified
end
end
#--------------------------------------------------------------------------
# See Enemy
#--------------------------------------------------------------------------
def see
@seen = true
@seen_times += 1
end
#--------------------------------------------------------------------------
# Defeat Enemy
#--------------------------------------------------------------------------
def defeat
@defeated = true
@defeated_times += 1
end
end
end
#==============================================================================
# Scene_Save
#==============================================================================
class Scene_Save Scene_File
#--------------------------------------------------------------------------
# Alias Save Data
#--------------------------------------------------------------------------
alias new_save write_save_data
#--------------------------------------------------------------------------
# Write Save Data
#--------------------------------------------------------------------------
def write_save_data(file)
new_save(file)
Marshal.dump($game_beastairy, file)
end
end
#==============================================================================
# Scene_Load
#==============================================================================
class Scene_Load Scene_File
#--------------------------------------------------------------------------
# Alias Read Save Data
#--------------------------------------------------------------------------
alias new_load read_save_data
#--------------------------------------------------------------------------
# Read Save Data
#--------------------------------------------------------------------------
def read_save_data(file)
new_load(file)
$game_beastairy = Marshal.load(file)
end
end
#==============================================================================
# Class Window Base
#==============================================================================
class Window_Base Window
#--------------------------------------------------------------------------
# Draw Enemy Sprite
#--------------------------------------------------------------------------
def draw_enemy_sprite(x, y, enemy_name, enemy_hue, pose, frame)
bitmap = RPGCache.character(enemy_name, enemy_hue)
cw = bitmap.width 4
ch = bitmap.height 4
# Facing Direction
case pose
when 0 ;a = 0 # Down
when 1 ;a = ch # Left
when 2 ;a = ch 3 # Up
when 3 ;a = ch 2 # Right
end
# Current Animation Slide
case frame
when 0 ;b = 0
when 1 ;b = cw
when 2 ;b = cw 2
when 3 ;b = cw 3
end
# Bitmap Rectange
src_rect = Rect.new(b, a, cw, ch)
# Draws Bitmap
self.contents.blt(x - cw 2, y - ch, bitmap, src_rect)
end
end
#==============================================================================
# Window Monster Group Info
#==============================================================================
class Window_Monster_Group_Info Window_Base
#--------------------------------------------------------------------------
# Object Initialization
#--------------------------------------------------------------------------
def initialize
super(200, 0, 440, 480)
self.contents = Bitmap.new(width - 32, height - 32)
refresh(0, 0, 0)
end
#--------------------------------------------------------------------------
# Refresh
# index Index of Group From Game_Beastairy.Groups
# pose Enemy Character Pose
# frame Frame of Pose
#--------------------------------------------------------------------------
def refresh(index, pose, frame)
# Clears Window
contents.clear
# Sets Up Group Name
group_name = $game_beastairy.monster_groups[index]
# Sets Up Enemies In Group
enemies = []
for i in 1...$data_enemies.size
if $data_enemies[i].group == group_name
enemies.push($data_enemies[i])
end
end
group_name = Exit if index == $game_beastairy.monster_groups.size
# Draws Enemy Group Name
contents.font.color = system_color
contents.draw_text(0, 0, self.width - 32, 32, group_name, 1)
unless index == $game_beastairy.monster_groups.size
# Offsets Graphics X Position
graphics_offset = contents.width (enemies.size + 1)
# Draws Enemies Graphics
for i in 0...enemies.size
draw_enemy_sprite(graphics_offset (i + 1), 124, enemies[i].battler_name , enemies[i].battler_hue , pose, frame)
end
# HP, SP, and Gold Word
hp_word = $data_system.words.hp
sp_word = $data_system.words.sp
gold_word = $data_system.words.gold
# Draws Table Headings
contents.draw_text(4, 128, width, 24, Name)
contents.draw_text(0, 128, 200, 24, Max #{hp_word}, 2)
contents.draw_text(0, 128, 300, 24, Max #{sp_word}, 2)
contents.draw_text(-4, 128, contents.width, 24, #{gold_word} Award, 2)
# Draws Enemies Stats
contents.font.color = normal_color
for i in 0...enemies.size
# Sets Enemy Stats
name, hp, sp, gold = , , ,
name, hp, sp = enemies[i].name, enemies[i].maxhp, enemies[i].maxsp if enemies[i].seen
gold = enemies[i].gold if enemies[i].defeated
# Draws Stats
contents.draw_text(4, 152 + (i 24), width, 24, name)
contents.draw_text(0, 152 + (i 24), 200, 24, #{hp}, 2)
contents.draw_text(0, 152 + (i 24), 300, 24, #{sp}, 2)
contents.draw_text(-4, 152 + (i 24), contents.width, 24, #{gold}, 2)
end
end
end
end
#==============================================================================
# Window Monster Info
#==============================================================================
class Window_Monster_Info Window_Base
#--------------------------------------------------------------------------
# Object Initialization
#--------------------------------------------------------------------------
def initialize
super(200, 0, 440, 480)
self.contents = Bitmap.new(width - 32, height - 32)
end
#--------------------------------------------------------------------------
# Refresh
# index Index of enemy From $data_enemies
# pose Enemy Character Pose
# frame Frame of Pose
#--------------------------------------------------------------------------
def refresh(index, pose, frame)
# Clears Window
contents.clear
# Enemy
enemy = $data_enemies[index]
# Graphic Image
draw_enemy_sprite(52, 100, enemy.battler_name , enemy.battler_hue, pose, frame)
# Default Stats Set
name =
maxhp = maxsp = str = dex = agi = int = atk = pdef = mdef = eva =
exp = gold = item_id = weapon_id = armor_id = treasure_prob =
item_icon = weapon_icon = armor_icon = 049-Skill06
armor_type = 2
# If the Enemy has been seen
if enemy.seen
name = enemy.name
maxhp = enemy.maxhp.to_s
maxsp = enemy.maxsp.to_s
str = enemy.str.to_s
dex = enemy.dex.to_s
agi = enemy.agi.to_s
int = enemy.int.to_s
atk = enemy.atk.to_s
pdef = enemy.pdef.to_s
mdef = enemy.mdef.to_s
eva = enemy.eva.to_s
end
# If the Enemy has been Defeated
if enemy.defeated
exp = enemy.exp.to_s
gold = enemy.gold.to_s
if enemy.item_id == 0
item_id = Nothing
item_icon = 032-Item01
else
item_id = $data_items[enemy.item_id].name
item_icon = $data_items[enemy.item_id].icon_name
end
if enemy.weapon_id == 0
weapon_id = Nothing
weapon_icon = 032-Item01
else
weapon_id = $data_weapons[enemy.weapon_id].name
weapon_icon = $data_weapons[enemy.weapon_id].icon_name
end
if enemy.armor_id == 0
armor_id = Nothing
armor_icon = 032-Item01
else
armor_id = $data_armors[enemy.armor_id].name
armor_icon = $data_armors[enemy.armor_id].icon_name
armor_type = $data_armors[enemy.armor_id].type
end
treasure_prob = enemy.treasure_prob.to_s
end
# System Words
g_word = $data_system.words.gold
hp_word = $data_system.words.hp
sp_word = $data_system.words.sp
str_word = $data_system.words.str
dex_word = $data_system.words.dex
agi_word = $data_system.words.agi
int_word = $data_system.words.int
atk_word = $data_system.words.atk
pdef_word = $data_system.words.pdef
mdef_word = $data_system.words.mdef
weapon_word = $data_system.words.weapon
case armor_type
when 0 ;armor_type = $data_system.words.armor1
when 1 ;armor_type = $data_system.words.armor2
when 2 ;armor_type = $data_system.words.armor3
when 3 ;armor_type = $data_system.words.armor4
end
item_word = $data_system.words.item
# Draws Name
contents.font.color = normal_color
contents.draw_text(116, 0, contents.width - 116, 32, name)
# Draws Times Seen & Defeated
contents.font.color = system_color
contents.draw_text(116, 32, contents.width - 116, 32, Times Seen)
contents.draw_text(116, 64, contents.width - 116, 32, Times Defeated)
contents.font.color = normal_color
contents.draw_text(0, 32, contents.width, 32, #{enemy.seen_times}, 2)
contents.draw_text(0, 64, contents.width, 32, #{enemy.defeated_times}, 2)
# Organizes Stats
colomn_a_left = [Max #{hp_word}, Max #{sp_word}, str_word, dex_word,
agi_word, int_word, atk_word, pdef_word, mdef_word, Evasion]
colomn_a_right = [maxhp, maxsp, str,dex , agi, int, atk, pdef, mdef, eva]
# Organized Victory Settings
column_b_left = [Experience Given, #{g_word} Dropped, #{item_word} Dropped, ,
#{weapon_word} Dropped, , #{armor_type} Dropped, , Drop Pobabilty]
column_b_right = [exp, gold, , item_id, , weapon_id, , armor_id, treasure_prob]
# Draws Stats
for i in 0...colomn_a_left.size
contents.font.color = system_color
contents.draw_text(4, 160 + i 32, 160, 32, colomn_a_left[i])
contents.font.color = normal_color
contents.draw_text(-4, 160 + i 32, 160, 32, colomn_a_right[i], 2)
end
# Draws Victory Settings
for i in 0...column_b_left.size
contents.font.color = system_color
contents.draw_text(168, 160 + i 32, contents.width, 32, column_b_left[i])
x = -4
x = -30 if i == 3 or i == 5 or i == 7
contents.font.color = normal_color
contents.draw_text(x, 160 + i 32, contents.width, 32, column_b_right[i], 2)
end
# Draws Item Icons
bitmap = RPGCache.icon(item_icon)
self.contents.blt(contents.width - 24, 260, bitmap, Rect.new(0, 0, 24, 24))
bitmap = RPGCache.icon(weapon_icon)
self.contents.blt(contents.width - 24, 324, bitmap, Rect.new(0, 0, 24, 24))
bitmap = RPGCache.icon(armor_icon)
self.contents.blt(contents.width - 24, 388, bitmap, Rect.new(0, 0, 24, 24))
end
end
#==============================================================================
# Window Beastairy Controls
#==============================================================================
class Window_Beastairy_Controls Window_Base
#--------------------------------------------------------------------------
# Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 288, 200, 192)
self.contents = Bitmap.new(width - 32, height - 32)
self.z = 999
refresh(0)
end
#--------------------------------------------------------------------------
# Refresh
#--------------------------------------------------------------------------
def refresh(phase)
# Clears Window
contents.clear
disabled_system_color = Color.new(192, 224, 255, 128)
contents.font.color = normal_color
contents.draw_text(0, 0, contents.width, 24, L R Change Pose)
# Main Phase Controls
contents.font.color = phase == 0 system_color disabled_system_color
contents.draw_text(4, 24, contents.width, 24, Main)
contents.font.color = phase == 0 normal_color disabled_color
contents.draw_text(8, 48, contents.width, 24, B Return to Map)
contents.draw_text(8, 72, contents.width, 24, C Select Group)
# Enemy Select Controls
contents.font.color = phase == 1 system_color disabled_system_color
contents.draw_text(4, 96, contents.width, 24, Enemy Select)
contents.font.color = phase == 1 normal_color disabled_color
contents.draw_text(8, 120, contents.width, 24, B Return to Main)
contents.draw_text(8, 140, contents.width, 24, C Test Battle)
end
end
#==============================================================================
# Class Scene Beastairy
#==============================================================================
class Scene_Beastairy
#--------------------------------------------------------------------------
# Main Processing
#--------------------------------------------------------------------------
def main
# Sets Main Phase
@phase = 0
# Enemies Graphic Animation
@pose, @frame, @counting_frame= 0, 0, 0
# Current Phase Window
@phase_window = Window_Base.new(0, 0, width = 200, height = 64)
@phase_window.contents = contents = Bitmap.new(width - 32, height - 32)
@phase_window.contents.draw_text(0, 0, 168, 32, Main Phase, 1)
# Main Window (Enemy Groups)
commands = $game_beastairy.monster_groups.dup
commands.push(Exit)
@enemy_groups = Window_Command.new(200, commands)
@enemy_groups.y = 64
@enemy_groups.height = 224
# Controls Window
@controls = Window_Beastairy_Controls.new
# Monster Group Information Window
@monster_window = Window_Monster_Group_Info.new
@monster_window.refresh(0, 0, 0)
# Enemy Information Window
@enemy_window = Window_Monster_Info.new
@enemy_window.visible = false
# Scene Objects
@objects = [@phase_window, @enemy_groups, @controls, @monster_window, @enemy_window]
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Update Objects Information
@objects.each {x x.update}
# Frame update
update
# Abort loop if screen is changed
break if $scene != self
end
# Prepare for transition
Graphics.freeze
# Dispose of Objects
@objects.each {x x.dispose unless x.disposed}
end
#--------------------------------------------------------------------------
# Frame Update
#--------------------------------------------------------------------------
def update
# Visiblity Changes Between Methods
case @phase
# Main Phase
when 0
[@enemy_window].each {x x.visible = false if x.visible}
[@enemy_groups, @monster_window].each {x x.visible = true unless x.visible}
@enemy_groups.active = true
when 1
[@enemy_window].each {x x.visible = true unless x.visible}
[@enemy_groups, @monster_window].each {x x.visible = false if x.visible}
@enemy_groups.active = false
end
# Updates Enemy Animation
@counting_frame += 1
if @counting_frame == 8
@counting_frame = 0
@frame += 1
@frame = 0 if @frame == 4
if @phase == 0
@monster_window.refresh(@enemy_groups.index, @pose, @frame)
else
enemy_id = @enemies[@groups_enemies.index].id
@enemy_window.refresh(enemy_id, @pose, @frame)
end
end
# Current Phase Update
case @phase
when 0; main_update
when 1; enemy_select
end
end
#--------------------------------------------------------------------------
# Main Frame Update
#--------------------------------------------------------------------------
def main_update
# Exit Scene
if Input.trigger(InputB)
$game_system.se_play($data_system.cancel_se)
$game_temp.beastairy_return = false
$scene = Scene_Map.new
# Enemy Select
elsif Input.trigger(InputC)
$game_system.se_play($data_system.decision_se)
if @enemy_groups.index == $game_beastairy.monster_groups.size
$game_temp.beastairy_return = false
$scene = Scene_Map.new
else
commands, @enemies = [], []
group = $game_beastairy.monster_groups[@enemy_groups.index]
for i in 1...$data_enemies.size
if $data_enemies[i].group == group
commands.push($data_enemies[i].seen $data_enemies[i].name )
@enemies.push($data_enemies[i])
end
end
@groups_enemies = Window_Command.new(200, commands)
@groups_enemies.y = 64
@groups_enemies.height = 224
# Phase Window Update
@phase_window.contents.clear
@phase_window.contents.draw_text(0, 0, 168, 32, Enemy Select, 1)
# Adds Object (For Updating)
@objects.push(@groups_enemies)
# Updates Controls Window
@controls.refresh(1)
enemy_id = @enemies[@groups_enemies.index].id
@enemy_window.refresh(enemy_id, @pose, @frame)
# Changes Phase
@phase = 1
end
# Changes Pose
elsif Input.trigger(InputLEFT)
$game_system.se_play($data_system.cursor_se)
@pose == 0 @pose = 3 @pose -= 1
elsif Input.trigger(InputRIGHT)
$game_system.se_play($data_system.cursor_se)
@pose == 3 @pose = 0 @pose += 1
end
end
#--------------------------------------------------------------------------
# Enemy Frame Update
#--------------------------------------------------------------------------
def enemy_select
# Exit Phase
if Input.trigger(InputB)
$game_system.se_play($data_system.cancel_se)
@groups_enemies.dispose
@objects.delete(@groups_enemies)
# Phase Window Update
@phase_window.contents.clear
@phase_window.contents.draw_text(0, 0, 168, 32, Main Phase, 1)
# Updates Controls Window
@controls.refresh(0)
# Changes Phase
@phase = 0
# Enemy Select
elsif Input.trigger(InputC)
enemy = @enemies[@groups_enemies.index]
if enemy.seen
$game_system.se_play($data_system.decision_se)
enemy_name = enemy.name
for i in 1...$data_troops.size
if $data_troops[i].name == enemy_name
$game_temp.beastairy_return = true
$game_temp.battle_troop_id = i
$game_temp.battle_can_escape = true
$game_temp.battle_can_lose = false
$game_temp.battle_proc = nil
# Memorize map BGM and stop BGM
$game_temp.map_bgm = $game_system.playing_bgm
$game_system.bgm_stop
# Play battle start SE
$game_system.se_play($data_system.battle_start_se)
# Play battle BGM
$game_system.bgm_play($game_system.battle_bgm)
# Straighten player position
$game_player.straighten
# Switch to battle screen
$scene = Scene_Battle.new
end
end
else
$game_system.se_play($data_system.buzzer_se)
end
elsif Input.trigger(InputLEFT)
$game_system.se_play($data_system.cursor_se)
@pose == 0 @pose = 3 @pose -= 1
elsif Input.trigger(InputRIGHT)
$game_system.se_play($data_system.cursor_se)
@pose == 3 @pose = 0 @pose += 1
end
end
end
#==============================================================================
# Scene_Battle
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# Alias Main Processing
#--------------------------------------------------------------------------
alias beastairy_main main
#--------------------------------------------------------------------------
# Main Processing
#--------------------------------------------------------------------------
def main
unless $game_temp.beastairy_return
@beastairy_troop = []
troop = $data_troops[$game_temp.battle_troop_id]
for i in 0...troop.members.size
enemy = $data_enemies[troop.members[i].enemy_id]
@beastairy_troop.push(enemy)
enemy.see
end
else
@beastairy_troop = []
end
beastairy_main
end
#--------------------------------------------------------------------------
# Battle Ends
# result results (0win 1lose 2escape)
#--------------------------------------------------------------------------
def battle_end(result)
# Clear in battle flag
$game_temp.in_battle = false
# Clear entire party actions flag
$game_party.clear_actions
# Remove battle states
for actor in $game_party.actors
actor.remove_states_battle
end
# Clear enemies
$game_troop.enemies.clear
# Call battle callback
if $game_temp.battle_proc != nil
$game_temp.battle_proc.call(result)
$game_temp.battle_proc = nil
end
if $game_temp.beastairy_return
$scene = Scene_Beastairy.new
else
if result == 0
for enemy in @beastairy_troop
enemy.defeat
end
end
$scene = Scene_Map.new
end
end
#--------------------------------------------------------------------------
# Frame Update
#--------------------------------------------------------------------------
def update
# If battle event is running
if $game_system.battle_interpreter.running
# Update interpreter
$game_system.battle_interpreter.update
# If a battler which is forcing actions doesn't exist
if $game_temp.forcing_battler == nil
# If battle event has finished running
unless $game_system.battle_interpreter.running
# Rerun battle event set up if battle continues
unless judge
setup_battle_event
end
end
# If not after battle phase
if @phase != 5
# Refresh status window
@status_window.refresh
end
end
end
# Update system (timer) and screen
$game_system.update
$game_screen.update
# If timer has reached 0
if $game_system.timer_working and $game_system.timer == 0
# Abort battle
$game_temp.battle_abort = true
end
# Update windows
@help_window.update
@party_command_window.update
@actor_command_window.update
@status_window.update
@message_window.update
# Update sprite set
@spriteset.update
# If transition is processing
if $game_temp.transition_processing
# Clear transition processing flag
$game_temp.transition_processing = false
# Execute transition
if $game_temp.transition_name ==
Graphics.transition(20)
else
Graphics.transition(40, GraphicsTransitions +
$game_temp.transition_name)
end
end
# If message window is showing
if $game_temp.message_window_showing
return
end
# If effect is showing
if @spriteset.effect
return
end
# If game over
if $game_temp.gameover
# Switch to game over screen
if $game_temp.beastairy_return
$scene = Scene_Beastairy.new
else
$scene = Scene_Gameover.new
end
end
# If returning to title screen
if $game_temp.to_title
# Switch to title screen
$scene = Scene_Title.new
return
end
# If battle is aborted
if $game_temp.battle_abort
# Return to BGM used before battle started
$game_system.bgm_play($game_temp.map_bgm)
# Battle ends
battle_end(1)
return
end
# If waiting
if @wait_count 0
# Decrease wait count
@wait_count -= 1
return
end
# If battler forcing an action doesn't exist,
# and battle event is running
if $game_temp.forcing_battler == nil and
$game_system.battle_interpreter.running
return
end
# Branch according to phase
case @phase
when 1 # pre-battle phase
update_phase1
when 2 # party command phase
update_phase2
when 3 # actor command phase
update_phase3
when 4 # main phase
update_phase4
when 5 # after battle phase
update_phase5
end
end
#--------------------------------------------------------------------------
# Start After Battle Phase
#--------------------------------------------------------------------------
def start_phase5
# Shift to phase 5
@phase = 5
# Play battle end ME
$game_system.me_play($game_system.battle_end_me)
# Return to BGM before battle started
$game_system.bgm_play($game_temp.map_bgm)
# Initialize EXP, amount of gold, and treasure
exp = 0
gold = 0
treasures = []
# Loop
for enemy in $game_troop.enemies
# If enemy is not hidden
unless enemy.hidden
unless $game_temp.beastairy_return
# Add EXP and amount of gold obtained
exp += enemy.exp
gold += enemy.gold
# Determine if treasure appears
if rand(100) enemy.treasure_prob
if enemy.item_id 0
treasures.push($data_items[enemy.item_id])
end
if enemy.weapon_id 0
treasures.push($data_weapons[enemy.weapon_id])
end
if enemy.armor_id 0
treasures.push($data_armors[enemy.armor_id])
end
end
end
end
end
# Treasure is limited to a maximum of 6 items
treasures = treasures[0..5]
# Obtaining EXP
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
if actor.cant_get_exp == false
last_level = actor.level
actor.exp += exp
if actor.level last_level
@status_window.level_up(i)
end
end
end
# Obtaining gold
$game_party.gain_gold(gold)
# Obtaining treasure
for item in treasures
case item
when RPGItem
$game_party.gain_item(item.id, 1)
when RPGWeapon
$game_party.gain_weapon(item.id, 1)
when RPGArmor
$game_party.gain_armor(item.id, 1)
end
end
# Make battle result window
@result_window = Window_BattleResult.new(exp, gold, treasures)
# Set wait count
@phase5_wait_count = 100
end
end |
|
|
Quellcode |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 |
#==============================================================================
# * Scene_Map
#==============================================================================
class Scene_Map
#--------------------------------------------------------------------------
alias mrmo_keyhud_update update
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
mrmo_keyhud_update
if @mrmo_hud.CAN_TOGGLE and Input.trigger?(@mrmo_hud.TOGGLE_KEY)
return @mrmo_hud.visible = true if !@mrmo_hud.visible
return @mrmo_hud.visible = false if @mrmo_hud.visible
end
end
end |
Das im HUD Script mit diesem hier ersetzen :
|
|
Quellcode |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 |
#==============================================================================
# * Scene_Map
#==============================================================================
class Scene_Map
#--------------------------------------------------------------------------
alias mrmo_keyhud_update update
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
mrmo_keyhud_update
if @mrmo_hud.CAN_TOGGLE and $game_switches[1] == 1
return @mrmo_hud.visible = true
end
if @mrmo_hud.CAN_TOGGLE and $game_switches[1] == 0
return @mrmo_hud.visible = false
end
end
end |
Nun kannst du mit dem Switch mit der ID 0001 das HUD sichtbat, bzw. unsichtbar machen ;D
Hoffe es funktioniert, wenn nicht, schrieb hier wieder rein ..
Nein es wird keine Fehlermeldung angezeigt...aber ich kann durch den Switch 1 die HP Anzeige nicht ausschalten. Auch die E Taste funktioniert somit nichtmehr... oder muss ich den Switch anders an oder ausschalten?(*)
Habt ihr ne Theorie zum zweiten? (Btw. das Scrip t könnt ihr ja so einmal in ein Project einfügen, das funktioniert.
)
Habt ihr ne Theorie zum zweiten? (Btw. das Scrip t könnt ihr ja so einmal in ein Project einfügen, das funktioniert.
)
ich schätze mal, das Script von F!o stimmt schon, bloß muss man noch irgendwas aktualisieren, das Problem hatte cih auch schonmal... weiß nur nimmer wie ichs gelöst habe 
Probier mal das da:
Jetzt sollte das rein theoretiscvh funzen... ich hab auch wieder eingebaut, dass du das mit der taste wieder umstellen kannst...
Drag-On

Probier mal das da:
|
|
Quellcode |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 |
#==============================================================================
# * Scene_Map
#==============================================================================
class Scene_Map
#--------------------------------------------------------------------------
alias mrmo_keyhud_update update
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
mrmo_keyhud_update
$game_map.need_refresh = true
if @mrmo_hud.CAN_TOGGLE and $game_switches[1] == true or @mrmo_hud.CAN_TOGGLE and Input.trigger?(@mrmo_hud.TOGGLE_KEY)
return @mrmo_hud.visible = true
end
if @mrmo_hud.CAN_TOGGLE and $game_switches[1] == false
return @mrmo_hud.visible = false
end
end
end |
Jetzt sollte das rein theoretiscvh funzen... ich hab auch wieder eingebaut, dass du das mit der taste wieder umstellen kannst...
Drag-On
das liegt vermutlich daran, dass du nicht das gleiche Script benutzt wie dort gezeigt wird. Wenn du nicht umbedingt das, was du gepostet hast benutzen willst, nimm doch einfach das von dem Link.
Edit: Ansonsten liegt das ganze wohl hier drin:
da gibt es allerdings das problem, dass @beastairy_troop lokal ist...
Drag-On
Edit: Ansonsten liegt das ganze wohl hier drin:
|
|
Quellcode |
1 2 3 |
enemy = $data_enemies[troop.members[i].enemy_id]
@beastairy_troop.push(enemy)
enemy.see |
da gibt es allerdings das problem, dass @beastairy_troop lokal ist...
Drag-On
das heißt, du willst das Script behalten? Na gut, bedeutet mehr Arbeit^^
Lokal... Also, @beastairy_troop ist eine Variable, aber sie ist nur lokal definiert, das heißt, dass man nur aus dem Script selber auf sie zugreifen kann... das muss man ändern, so dass sie nachher global ist, also man von überall auf sie zugreifen kann. Das @ in @beastairy_troop bedeutet übrigens, dass sie lokal ist, mit einem $ davor ist sie global...
Ich schau mir das ganze mal an...
Edit: Ähmm, sicher das das Bestiary-Script stimmt, das du gepostet hast? Bei mir geht das noch nichtmal ohne veränderung...
Drag-On
Lokal... Also, @beastairy_troop ist eine Variable, aber sie ist nur lokal definiert, das heißt, dass man nur aus dem Script selber auf sie zugreifen kann... das muss man ändern, so dass sie nachher global ist, also man von überall auf sie zugreifen kann. Das @ in @beastairy_troop bedeutet übrigens, dass sie lokal ist, mit einem $ davor ist sie global...
Ich schau mir das ganze mal an...
Edit: Ähmm, sicher das das Bestiary-Script stimmt, das du gepostet hast? Bei mir geht das noch nichtmal ohne veränderung...
Drag-On
Hab dich in ICQ geaddet, hab noch keine Autorisation von dir. Aber der code dürfte stimmen:
Nochmal:
Und dann nen Kampf gegen nen Geist oder so halt machen...bei mir funktionierts o.O
Nochmal:
|
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Quellcode |
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#==============================================================================
# Beastairy System
#--------------------------------------------------------------------------
# Created By SephirothSpawn (11.18.05)
# Last Updated: 11.18.05
#==============================================================================
#==============================================================================
# ** Class Scene Title
#==============================================================================
class Scene_Title
#--------------------------------------------------------------------------
# * Alias' New Game Method
#--------------------------------------------------------------------------
alias new_game command_new_game
#--------------------------------------------------------------------------
# * Adds Beastairy Game Variables
#--------------------------------------------------------------------------
def command_new_game
# Sets Up Smithery List
$game_beastairy = Game_Beastairy.new
new_game
end
end
#==============================================================================
# ** Game_Temp
#==============================================================================
class Game_Temp
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :beastairy_return
#--------------------------------------------------------------------------
# * Alias Initialization
#--------------------------------------------------------------------------
alias beastairy_initialize initialize
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
beastairy_initialize
@beastairy_return = false
end
end
#==============================================================================
# ** Class Game Beastairy
#==============================================================================
class Game_Beastairy
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :monster_groups
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
@monster_groups = []
for i in 1...$data_enemies.size
$data_enemies[i].beastairy_setup
unless @monster_groups.include?($data_enemies[i].group)
@monster_groups.push($data_enemies[i].group)
end
end
end
end
#==============================================================================
# ** Module RPG
#==============================================================================
module RPG
#=========================================================================
# ** Class Enemy
#=========================================================================
class Enemy
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
# Detectors
attr_accessor :seen, :defeated, :group
# Counters
attr_accessor :seen_times, :defeated_times
#--------------------------------------------------------------------------
# * Setup Beastairy
#--------------------------------------------------------------------------
def beastairy_setup
@seen_times, @defeated_times = 0, 0
@seen, @defeated = false, false
if @name.include?('(')
a, b = @name.index('('), @name.index(')')
@group = @name.slice!(a..b)
@group.delete!('(')
@group.delete!(')')
else
@group = "Unclassified"
end
end
#--------------------------------------------------------------------------
# * See Enemy
#--------------------------------------------------------------------------
def see
@seen = true
@seen_times += 1
end
#--------------------------------------------------------------------------
# * Defeat Enemy
#--------------------------------------------------------------------------
def defeat
@defeated = true
@defeated_times += 1
end
end
end
#==============================================================================
# ** Scene_Save
#==============================================================================
class Scene_Save < Scene_File
#--------------------------------------------------------------------------
# * Alias Save Data
#--------------------------------------------------------------------------
alias new_save write_save_data
#--------------------------------------------------------------------------
# * Write Save Data
#--------------------------------------------------------------------------
def write_save_data(file)
new_save(file)
Marshal.dump($game_beastairy, file)
end
end
#==============================================================================
# ** Scene_Load
#==============================================================================
class Scene_Load < Scene_File
#--------------------------------------------------------------------------
# * Alias Read Save Data
#--------------------------------------------------------------------------
alias new_load read_save_data
#--------------------------------------------------------------------------
# * Read Save Data
#--------------------------------------------------------------------------
def read_save_data(file)
new_load(file)
$game_beastairy = Marshal.load(file)
end
end
#==============================================================================
# ** Class Window Base
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# * Draw Enemy Sprite
#--------------------------------------------------------------------------
def draw_enemy_sprite(x, y, enemy_name, enemy_hue, pose, frame)
bitmap = RPG::Cache.character(enemy_name, enemy_hue)
cw = bitmap.width / 4
ch = bitmap.height / 4
# Facing Direction
case pose
when 0 ;a = 0 # Down
when 1 ;a = ch # Left
when 2 ;a = ch * 3 # Up
when 3 ;a = ch * 2 # Right
end
# Current Animation Slide
case frame
when 0 ;b = 0
when 1 ;b = cw
when 2 ;b = cw * 2
when 3 ;b = cw * 3
end
# Bitmap Rectange
src_rect = Rect.new(b, a, cw, ch)
# Draws Bitmap
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
end
#==============================================================================
# Window Monster Group Info
#==============================================================================
class Window_Monster_Group_Info < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(200, 0, 440, 480)
self.contents = Bitmap.new(width - 32, height - 32)
refresh(0, 0, 0)
end
#--------------------------------------------------------------------------
# * Refresh
# index : Index of Group From Game_Beastairy.Groups
# pose : Enemy Character Pose
# frame : Frame of Pose
#--------------------------------------------------------------------------
def refresh(index, pose, frame)
# Clears Window
contents.clear
# Sets Up Group Name
group_name = $game_beastairy.monster_groups[index]
# Sets Up Enemies In Group
enemies = []
for i in 1...$data_enemies.size
if $data_enemies[i].group == group_name
enemies.push($data_enemies[i])
end
end
group_name = "Exit" if index == $game_beastairy.monster_groups.size
# Draws Enemy Group Name
contents.font.color = system_color
contents.draw_text(0, 0, self.width - 32, 32, group_name, 1)
unless index == $game_beastairy.monster_groups.size
# Offsets Graphics X Position
graphics_offset = contents.width / (enemies.size + 1)
# Draws Enemies Graphics
for i in 0...enemies.size
draw_enemy_sprite(graphics_offset * (i + 1), 124, enemies[i].battler_name , enemies[i].battler_hue , pose, frame)
end
# HP, SP, and Gold Word
hp_word = $data_system.words.hp
sp_word = $data_system.words.sp
gold_word = $data_system.words.gold
# Draws Table Headings
contents.draw_text(4, 128, width, 24, "Name")
contents.draw_text(0, 128, 200, 24, "Max #{hp_word}", 2)
contents.draw_text(0, 128, 300, 24, "Max #{sp_word}", 2)
contents.draw_text(-4, 128, contents.width, 24, "#{gold_word} Award", 2)
# Draws Enemies Stats
contents.font.color = normal_color
for i in 0...enemies.size
# Sets Enemy Stats
name, hp, sp, gold = "??????????", "???", "???", "?????"
name, hp, sp = enemies[i].name, enemies[i].maxhp, enemies[i].maxsp if enemies[i].seen
gold = enemies[i].gold if enemies[i].defeated
# Draws Stats
contents.draw_text(4, 152 + (i * 24), width, 24, name)
contents.draw_text(0, 152 + (i * 24), 200, 24, "#{hp}", 2)
contents.draw_text(0, 152 + (i * 24), 300, 24, "#{sp}", 2)
contents.draw_text(-4, 152 + (i * 24), contents.width, 24, "#{gold}", 2)
end
end
end
end
#==============================================================================
# Window Monster Info
#==============================================================================
class Window_Monster_Info < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(200, 0, 440, 480)
self.contents = Bitmap.new(width - 32, height - 32)
end
#--------------------------------------------------------------------------
# * Refresh
# index : Index of enemy From $data_enemies
# pose : Enemy Character Pose
# frame : Frame of Pose
#--------------------------------------------------------------------------
def refresh(index, pose, frame)
# Clears Window
contents.clear
# Enemy
enemy = $data_enemies[index]
# Graphic Image
draw_enemy_sprite(52, 100, enemy.battler_name , enemy.battler_hue, pose, frame)
# Default Stats Set
name = "??????????"
maxhp = maxsp = str = dex = agi = int = atk = pdef = mdef = eva = "???"
exp = gold = item_id = weapon_id = armor_id = treasure_prob = "?????"
item_icon = weapon_icon = armor_icon = "049-Skill06"
armor_type = 2
# If the Enemy has been seen
if enemy.seen
name = enemy.name
maxhp = enemy.maxhp.to_s
maxsp = enemy.maxsp.to_s
str = enemy.str.to_s
dex = enemy.dex.to_s
agi = enemy.agi.to_s
int = enemy.int.to_s
atk = enemy.atk.to_s
pdef = enemy.pdef.to_s
mdef = enemy.mdef.to_s
eva = enemy.eva.to_s
end
# If the Enemy has been Defeated
if enemy.defeated
exp = enemy.exp.to_s
gold = enemy.gold.to_s
if enemy.item_id == 0
item_id = "Nothing"
item_icon = "032-Item01"
else
item_id = $data_items[enemy.item_id].name
item_icon = $data_items[enemy.item_id].icon_name
end
if enemy.weapon_id == 0
weapon_id = "Nothing"
weapon_icon = "032-Item01"
else
weapon_id = $data_weapons[enemy.weapon_id].name
weapon_icon = $data_weapons[enemy.weapon_id].icon_name
end
if enemy.armor_id == 0
armor_id = "Nothing"
armor_icon = "032-Item01"
else
armor_id = $data_armors[enemy.armor_id].name
armor_icon = $data_armors[enemy.armor_id].icon_name
armor_type = $data_armors[enemy.armor_id].type
end
treasure_prob = enemy.treasure_prob.to_s
end
# System Words
g_word = $data_system.words.gold
hp_word = $data_system.words.hp
sp_word = $data_system.words.sp
str_word = $data_system.words.str
dex_word = $data_system.words.dex
agi_word = $data_system.words.agi
int_word = $data_system.words.int
atk_word = $data_system.words.atk
pdef_word = $data_system.words.pdef
mdef_word = $data_system.words.mdef
weapon_word = $data_system.words.weapon
case armor_type
when 0 ;armor_type = $data_system.words.armor1
when 1 ;armor_type = $data_system.words.armor2
when 2 ;armor_type = $data_system.words.armor3
when 3 ;armor_type = $data_system.words.armor4
end
item_word = $data_system.words.item
# Draws Name
contents.font.color = normal_color
contents.draw_text(116, 0, contents.width - 116, 32, name)
# Draws Times Seen & Defeated
contents.font.color = system_color
contents.draw_text(116, 32, contents.width - 116, 32, "Times Seen:")
contents.draw_text(116, 64, contents.width - 116, 32, "Times Defeated:")
contents.font.color = normal_color
contents.draw_text(0, 32, contents.width, 32, "#{enemy.seen_times}", 2)
contents.draw_text(0, 64, contents.width, 32, "#{enemy.defeated_times}", 2)
# Organizes Stats
colomn_a_left = ["Max #{hp_word}", "Max #{sp_word}", str_word, dex_word,
agi_word, int_word, atk_word, pdef_word, mdef_word, "Evasion"]
colomn_a_right = [maxhp, maxsp, str,dex , agi, int, atk, pdef, mdef, eva]
# Organized Victory Settings
column_b_left = ["Experience Given:", "#{g_word} Dropped:", "#{item_word} Dropped:", "",
"#{weapon_word} Dropped:", "", "#{armor_type} Dropped:", "", "Drop Pobabilty:"]
column_b_right = [exp, gold, "", item_id, "", weapon_id, "", armor_id, treasure_prob]
# Draws Stats
for i in 0...colomn_a_left.size
contents.font.color = system_color
contents.draw_text(4, 160 + i * 32, 160, 32, colomn_a_left[i])
contents.font.color = normal_color
contents.draw_text(-4, 160 + i * 32, 160, 32, colomn_a_right[i], 2)
end
# Draws Victory Settings
for i in 0...column_b_left.size
contents.font.color = system_color
contents.draw_text(168, 160 + i * 32, contents.width, 32, column_b_left[i])
x = -4
x = -30 if i == 3 or i == 5 or i == 7
contents.font.color = normal_color
contents.draw_text(x, 160 + i * 32, contents.width, 32, column_b_right[i], 2)
end
# Draws Item Icons
bitmap = RPG::Cache.icon(item_icon)
self.contents.blt(contents.width - 24, 260, bitmap, Rect.new(0, 0, 24, 24))
bitmap = RPG::Cache.icon(weapon_icon)
self.contents.blt(contents.width - 24, 324, bitmap, Rect.new(0, 0, 24, 24))
bitmap = RPG::Cache.icon(armor_icon)
self.contents.blt(contents.width - 24, 388, bitmap, Rect.new(0, 0, 24, 24))
end
end
#==============================================================================
# Window Beastairy Controls
#==============================================================================
class Window_Beastairy_Controls < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 288, 200, 192)
self.contents = Bitmap.new(width - 32, height - 32)
self.z = 999
refresh(0)
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh(phase)
# Clears Window
contents.clear
disabled_system_color = Color.new(192, 224, 255, 128)
contents.font.color = normal_color
contents.draw_text(0, 0, contents.width, 24, "L / R : Change Pose")
# Main Phase Controls
contents.font.color = phase == 0 ? system_color : disabled_system_color
contents.draw_text(4, 24, contents.width, 24, "Main")
contents.font.color = phase == 0 ? normal_color : disabled_color
contents.draw_text(8, 48, contents.width, 24, "B : Return to Map")
contents.draw_text(8, 72, contents.width, 24, "C : Select Group")
# Enemy Select Controls
contents.font.color = phase == 1 ? system_color : disabled_system_color
contents.draw_text(4, 96, contents.width, 24, "Enemy Select")
contents.font.color = phase == 1 ? normal_color : disabled_color
contents.draw_text(8, 120, contents.width, 24, "B : Return to Main")
contents.draw_text(8, 140, contents.width, 24, "C : Test Battle")
end
end
#==============================================================================
# ** Class Scene Beastairy
#==============================================================================
class Scene_Beastairy
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Sets Main Phase
@phase = 0
# Enemies Graphic Animation
@pose, @frame, @counting_frame= 0, 0, 0
# Current Phase Window
@phase_window = Window_Base.new(0, 0, width = 200, height = 64)
@phase_window.contents = contents = Bitmap.new(width - 32, height - 32)
@phase_window.contents.draw_text(0, 0, 168, 32, "Main Phase", 1)
# Main Window (Enemy Groups)
commands = $game_beastairy.monster_groups.dup
commands.push("Exit")
@enemy_groups = Window_Command.new(200, commands)
@enemy_groups.y = 64
@enemy_groups.height = 224
# Controls Window
@controls = Window_Beastairy_Controls.new
# Monster Group Information Window
@monster_window = Window_Monster_Group_Info.new
@monster_window.refresh(0, 0, 0)
# Enemy Information Window
@enemy_window = Window_Monster_Info.new
@enemy_window.visible = false
# Scene Objects
@objects = [@phase_window, @enemy_groups, @controls, @monster_window, @enemy_window]
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Update Objects Information
@objects.each {|x| x.update}
# Frame update
update
# Abort loop if screen is changed
break if $scene != self
end
# Prepare for transition
Graphics.freeze
# Dispose of Objects
@objects.each {|x| x.dispose unless x.disposed?}
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Visiblity Changes Between Methods
case @phase
# Main Phase
when 0
[@enemy_window].each {|x| x.visible = false if x.visible}
[@enemy_groups, @monster_window].each {|x| x.visible = true unless x.visible}
@enemy_groups.active = true
when 1
[@enemy_window].each {|x| x.visible = true unless x.visible}
[@enemy_groups, @monster_window].each {|x| x.visible = false if x.visible}
@enemy_groups.active = false
end
# Updates Enemy Animation
@counting_frame += 1
if @counting_frame == 8
@counting_frame = 0
@frame += 1
@frame = 0 if @frame == 4
if @phase == 0
@monster_window.refresh(@enemy_groups.index, @pose, @frame)
else
enemy_id = @enemies[@groups_enemies.index].id
@enemy_window.refresh(enemy_id, @pose, @frame)
end
end
# Current Phase Update
case @phase
when 0; main_update
when 1; enemy_select
end
end
#--------------------------------------------------------------------------
# * Main Frame Update
#--------------------------------------------------------------------------
def main_update
# Exit Scene
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$game_temp.beastairy_return = false
$scene = Scene_Map.new
# Enemy Select
elsif Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
if @enemy_groups.index == $game_beastairy.monster_groups.size
$game_temp.beastairy_return = false
$scene = Scene_Map.new
else
commands, @enemies = [], []
group = $game_beastairy.monster_groups[@enemy_groups.index]
for i in 1...$data_enemies.size
if $data_enemies[i].group == group
commands.push($data_enemies[i].name)
@enemies.push($data_enemies[i])
end
end
@groups_enemies = Window_Command.new(200, commands)
@groups_enemies.y = 64
@groups_enemies.height = 224
# Phase Window Update
@phase_window.contents.clear
@phase_window.contents.draw_text(0, 0, 168, 32, "Enemy Select", 1)
# Adds Object (For Updating)
@objects.push(@groups_enemies)
# Updates Controls Window
@controls.refresh(1)
enemy_id = @enemies[@groups_enemies.index].id
@enemy_window.refresh(enemy_id, @pose, @frame)
# Changes Phase
@phase = 1
end
# Changes Pose
elsif Input.trigger?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@pose == 0 ? @pose = 3 : @pose -= 1
elsif Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@pose == 3 ? @pose = 0 : @pose += 1
end
end
#--------------------------------------------------------------------------
# * Enemy Frame Update
#--------------------------------------------------------------------------
def enemy_select
# Exit Phase
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@groups_enemies.dispose
@objects.delete(@groups_enemies)
# Phase Window Update
@phase_window.contents.clear
@phase_window.contents.draw_text(0, 0, 168, 32, "Main Phase", 1)
# Updates Controls Window
@controls.refresh(0)
# Changes Phase
@phase = 0
# Enemy Select
elsif Input.trigger?(Input::C)
enemy = @enemies[@groups_enemies.index]
if enemy.seen
$game_system.se_play($data_system.decision_se)
enemy_name = enemy.name
for i in 1...$data_troops.size
if $data_troops[i].name == enemy_name
$game_temp.beastairy_return = true
$game_temp.battle_troop_id = i
$game_temp.battle_can_escape = true
$game_temp.battle_can_lose = false
$game_temp.battle_proc = nil
# Memorize map BGM and stop BGM
$game_temp.map_bgm = $game_system.playing_bgm
$game_system.bgm_stop
# Play battle start SE
$game_system.se_play($data_system.battle_start_se)
# Play battle BGM
$game_system.bgm_play($game_system.battle_bgm)
# Straighten player position
$game_player.straighten
# Switch to battle screen
$scene = Scene_Battle.new
end
end
else
$game_system.se_play($data_system.buzzer_se)
end
elsif Input.trigger?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@pose == 0 ? @pose = 3 : @pose -= 1
elsif Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@pose == 3 ? @pose = 0 : @pose += 1
end
end
end
#==============================================================================
# ** Scene_Battle
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# * Alias Main Processing
#--------------------------------------------------------------------------
alias beastairy_main main
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
unless $game_temp.beastairy_return
@beastairy_troop = []
troop = $data_troops[$game_temp.battle_troop_id]
for i in 0...troop.members.size
enemy = $data_enemies[troop.members[i].enemy_id]
@beastairy_troop.push(enemy)
enemy.see
end
else
@beastairy_troop = []
end
beastairy_main
end
#--------------------------------------------------------------------------
# * Battle Ends
# result : results (0:win 1:lose 2:escape)
#--------------------------------------------------------------------------
def battle_end(result)
# Clear in battle flag
$game_temp.in_battle = false
# Clear entire party actions flag
$game_party.clear_actions
# Remove battle states
for actor in $game_party.actors
actor.remove_states_battle
end
# Clear enemies
$game_troop.enemies.clear
# Call battle callback
if $game_temp.battle_proc != nil
$game_temp.battle_proc.call(result)
$game_temp.battle_proc = nil
end
if $game_temp.beastairy_return
$scene = Scene_Beastairy.new
else
if result == 0
for enemy in @beastairy_troop
enemy.defeat
end
end
$scene = Scene_Map.new
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# If battle event is running
if $game_system.battle_interpreter.running?
# Update interpreter
$game_system.battle_interpreter.update
# If a battler which is forcing actions doesn't exist
if $game_temp.forcing_battler == nil
# If battle event has finished running
unless $game_system.battle_interpreter.running?
# Rerun battle event set up if battle continues
unless judge
setup_battle_event
end
end
# If not after battle phase
if @phase != 5
# Refresh status window
@status_window.refresh
end
end
end
# Update system (timer) and screen
$game_system.update
$game_screen.update
# If timer has reached 0
if $game_system.timer_working and $game_system.timer == 0
# Abort battle
$game_temp.battle_abort = true
end
# Update windows
@help_window.update
@party_command_window.update
@actor_command_window.update
@status_window.update
@message_window.update
# Update sprite set
@spriteset.update
# If transition is processing
if $game_temp.transition_processing
# Clear transition processing flag
$game_temp.transition_processing = false
# Execute transition
if $game_temp.transition_name == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$game_temp.transition_name)
end
end
# If message window is showing
if $game_temp.message_window_showing
return
end
# If effect is showing
if @spriteset.effect?
return
end
# If game over
if $game_temp.gameover
# Switch to game over screen
if $game_temp.beastairy_return
$scene = Scene_Beastairy.new
else
$scene = Scene_Gameover.new
end
end
# If returning to title screen
if $game_temp.to_title
# Switch to title screen
$scene = Scene_Title.new
return
end
# If battle is aborted
if $game_temp.battle_abort
# Return to BGM used before battle started
$game_system.bgm_play($game_temp.map_bgm)
# Battle ends
battle_end(1)
return
end
# If waiting
if @wait_count > 0
# Decrease wait count
@wait_count -= 1
return
end
# If battler forcing an action doesn't exist,
# and battle event is running
if $game_temp.forcing_battler == nil and
$game_system.battle_interpreter.running?
return
end
# Branch according to phase
case @phase
when 1 # pre-battle phase
update_phase1
when 2 # party command phase
update_phase2
when 3 # actor command phase
update_phase3
when 4 # main phase
update_phase4
when 5 # after battle phase
update_phase5
end
end
#--------------------------------------------------------------------------
# * Start After Battle Phase
#--------------------------------------------------------------------------
def start_phase5
# Shift to phase 5
@phase = 5
# Play battle end ME
$game_system.me_play($game_system.battle_end_me)
# Return to BGM before battle started
$game_system.bgm_play($game_temp.map_bgm)
# Initialize EXP, amount of gold, and treasure
exp = 0
gold = 0
treasures = []
# Loop
for enemy in $game_troop.enemies
# If enemy is not hidden
unless enemy.hidden
unless $game_temp.beastairy_return
# Add EXP and amount of gold obtained
exp += enemy.exp
gold += enemy.gold
# Determine if treasure appears
if rand(100) < enemy.treasure_prob
if enemy.item_id > 0
treasures.push($data_items[enemy.item_id])
end
if enemy.weapon_id > 0
treasures.push($data_weapons[enemy.weapon_id])
end
if enemy.armor_id > 0
treasures.push($data_armors[enemy.armor_id])
end
end
end
end
end
# Treasure is limited to a maximum of 6 items
treasures = treasures[0..5]
# Obtaining EXP
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
if actor.cant_get_exp? == false
last_level = actor.level
actor.exp += exp
if actor.level > last_level
@status_window.level_up(i)
end
end
end
# Obtaining gold
$game_party.gain_gold(gold)
# Obtaining treasure
for item in treasures
case item
when RPG::Item
$game_party.gain_item(item.id, 1)
when RPG::Weapon
$game_party.gain_weapon(item.id, 1)
when RPG::Armor
$game_party.gain_armor(item.id, 1)
end
end
# Make battle result window
@result_window = Window_BattleResult.new(exp, gold, treasures)
# Set wait count
@phase5_wait_count = 100
end
end |
Und dann nen Kampf gegen nen Geist oder so halt machen...bei mir funktionierts o.O
So, ich hab das ganze jetzt geschafft: ersetzen deinen Code mit dem hier:
So, mit
kannst du auf der Map ein Monster zum Buch hinzufügen. Das wars eigentlich^^
Drag-On
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Quellcode |
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#==============================================================================
# Beastairy System
#--------------------------------------------------------------------------
# Created By SephirothSpawn (11.18.05)
# Last Updated: 11.18.05
#==============================================================================
#==============================================================================
# ** Class Scene Title
#==============================================================================
class Scene_Title
#--------------------------------------------------------------------------
# * Alias' New Game Method
#--------------------------------------------------------------------------
alias new_game command_new_game
#--------------------------------------------------------------------------
# * Adds Beastairy Game Variables
#--------------------------------------------------------------------------
def command_new_game
# Sets Up Smithery List
$game_beastairy = Game_Beastairy.new
new_game
end
end
#==============================================================================
# ** Game_Temp
#==============================================================================
class Game_Temp
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :beastairy_return
#--------------------------------------------------------------------------
# * Alias Initialization
#--------------------------------------------------------------------------
alias beastairy_initialize initialize
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
beastairy_initialize
@beastairy_return = false
end
end
#==============================================================================
# ** Class Game Beastairy
#==============================================================================
class Game_Beastairy
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :monster_groups
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
@monster_groups = []
for i in 1...$data_enemies.size
$data_enemies[i].beastairy_setup
unless @monster_groups.include?($data_enemies[i].group)
@monster_groups.push($data_enemies[i].group)
end
end
end
end
#==============================================================================
# ** Module RPG
#==============================================================================
module RPG
#=========================================================================
# ** Class Enemy
#=========================================================================
class Enemy
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
# Detectors
attr_accessor :seen, :defeated, :group
# Counters
attr_accessor :seen_times, :defeated_times
#--------------------------------------------------------------------------
# * Setup Beastairy
#--------------------------------------------------------------------------
def beastairy_setup
@seen_times, @defeated_times = 0, 0
@seen, @defeated = false, false
if @name.include?('(')
a, b = @name.index('('), @name.index(')')
@group = @name.slice!(a..b)
@group.delete!('(')
@group.delete!(')')
else
@group = "Unclassified"
end
end
#--------------------------------------------------------------------------
# * See Enemy
#--------------------------------------------------------------------------
def see
@seen = true
@seen_times += 1
end
#--------------------------------------------------------------------------
# * Defeat Enemy
#--------------------------------------------------------------------------
def defeat
@defeated = true
@defeated_times += 1
end
end
end
#==============================================================================
# ** Scene_Save
#==============================================================================
class Scene_Save < Scene_File
#--------------------------------------------------------------------------
# * Alias Save Data
#--------------------------------------------------------------------------
alias new_save write_save_data
#--------------------------------------------------------------------------
# * Write Save Data
#--------------------------------------------------------------------------
def write_save_data(file)
new_save(file)
Marshal.dump($game_beastairy, file)
end
end
#==============================================================================
# ** Scene_Load
#==============================================================================
class Scene_Load < Scene_File
#--------------------------------------------------------------------------
# * Alias Read Save Data
#--------------------------------------------------------------------------
alias new_load read_save_data
#--------------------------------------------------------------------------
# * Read Save Data
#--------------------------------------------------------------------------
def read_save_data(file)
new_load(file)
$game_beastairy = Marshal.load(file)
end
end
#==============================================================================
# ** Class Window Base
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# * Draw Enemy Sprite
#--------------------------------------------------------------------------
def draw_enemy_sprite(x, y, enemy_name, enemy_hue, pose, frame)
bitmap = RPG::Cache.character(enemy_name, enemy_hue)
cw = bitmap.width / 4
ch = bitmap.height / 4
# Facing Direction
case pose
when 0 ;a = 0 # Down
when 1 ;a = ch # Left
when 2 ;a = ch * 3 # Up
when 3 ;a = ch * 2 # Right
end
# Current Animation Slide
case frame
when 0 ;b = 0
when 1 ;b = cw
when 2 ;b = cw * 2
when 3 ;b = cw * 3
end
# Bitmap Rectange
src_rect = Rect.new(b, a, cw, ch)
# Draws Bitmap
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
end
#==============================================================================
# Window Monster Group Info
#==============================================================================
class Window_Monster_Group_Info < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(200, 0, 440, 480)
self.contents = Bitmap.new(width - 32, height - 32)
refresh(0, 0, 0)
end
#--------------------------------------------------------------------------
# * Refresh
# index : Index of Group From Game_Beastairy.Groups
# pose : Enemy Character Pose
# frame : Frame of Pose
#--------------------------------------------------------------------------
def refresh(index, pose, frame)
# Clears Window
contents.clear
# Sets Up Group Name
group_name = $game_beastairy.monster_groups[index]
# Sets Up Enemies In Group
enemies = []
for i in 1...$data_enemies.size
if $data_enemies[i].group == group_name
enemies.push($data_enemies[i])
end
end
group_name = "Exit" if index == $game_beastairy.monster_groups.size
# Draws Enemy Group Name
contents.font.color = system_color
contents.draw_text(0, 0, self.width - 32, 32, group_name, 1)
unless index == $game_beastairy.monster_groups.size
# Offsets Graphics X Position
graphics_offset = contents.width / (enemies.size + 1)
# Draws Enemies Graphics
for i in 0...enemies.size
draw_enemy_sprite(graphics_offset * (i + 1), 124, enemies[i].battler_name , enemies[i].battler_hue , pose, frame)
end
# HP, SP, and Gold Word
hp_word = $data_system.words.hp
sp_word = $data_system.words.sp
gold_word = $data_system.words.gold
# Draws Table Headings
contents.draw_text(4, 128, width, 24, "Name")
contents.draw_text(0, 128, 200, 24, "Max #{hp_word}", 2)
contents.draw_text(0, 128, 300, 24, "Max #{sp_word}", 2)
contents.draw_text(-4, 128, contents.width, 24, "#{gold_word} Award", 2)
# Draws Enemies Stats
contents.font.color = normal_color
for i in 0...enemies.size
# Sets Enemy Stats
name, hp, sp, gold = "??????????", "???", "???", "?????"
name, hp, sp = enemies[i].name, enemies[i].maxhp, enemies[i].maxsp if enemies[i].seen
gold = enemies[i].gold if enemies[i].defeated
# Draws Stats
contents.draw_text(4, 152 + (i * 24), width, 24, name)
contents.draw_text(0, 152 + (i * 24), 200, 24, "#{hp}", 2)
contents.draw_text(0, 152 + (i * 24), 300, 24, "#{sp}", 2)
contents.draw_text(-4, 152 + (i * 24), contents.width, 24, "#{gold}", 2)
end
end
end
end
#==============================================================================
# Window Monster Info
#==============================================================================
class Window_Monster_Info < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(200, 0, 440, 480)
self.contents = Bitmap.new(width - 32, height - 32)
end
#--------------------------------------------------------------------------
# * Refresh
# index : Index of enemy From $data_enemies
# pose : Enemy Character Pose
# frame : Frame of Pose
#--------------------------------------------------------------------------
def refresh(index, pose, frame)
# Clears Window
contents.clear
# Enemy
enemy = $data_enemies[index]
# Graphic Image
draw_enemy_sprite(52, 100, enemy.battler_name , enemy.battler_hue, pose, frame)
# Default Stats Set
name = "??????????"
maxhp = maxsp = str = dex = agi = int = atk = pdef = mdef = eva = "???"
exp = gold = item_id = weapon_id = armor_id = treasure_prob = "?????"
item_icon = weapon_icon = armor_icon = "049-Skill06"
armor_type = 2
# If the Enemy has been seen
if enemy.seen
name = enemy.name
maxhp = enemy.maxhp.to_s
maxsp = enemy.maxsp.to_s
str = enemy.str.to_s
dex = enemy.dex.to_s
agi = enemy.agi.to_s
int = enemy.int.to_s
atk = enemy.atk.to_s
pdef = enemy.pdef.to_s
mdef = enemy.mdef.to_s
eva = enemy.eva.to_s
end
# If the Enemy has been Defeated
if enemy.defeated
exp = enemy.exp.to_s
gold = enemy.gold.to_s
if enemy.item_id == 0
item_id = "Nothing"
item_icon = "032-Item01"
else
item_id = $data_items[enemy.item_id].name
item_icon = $data_items[enemy.item_id].icon_name
end
if enemy.weapon_id == 0
weapon_id = "Nothing"
weapon_icon = "032-Item01"
else
weapon_id = $data_weapons[enemy.weapon_id].name
weapon_icon = $data_weapons[enemy.weapon_id].icon_name
end
if enemy.armor_id == 0
armor_id = "Nothing"
armor_icon = "032-Item01"
else
armor_id = $data_armors[enemy.armor_id].name
armor_icon = $data_armors[enemy.armor_id].icon_name
armor_type = $data_armors[enemy.armor_id].type
end
treasure_prob = enemy.treasure_prob.to_s
end
# System Words
g_word = $data_system.words.gold
hp_word = $data_system.words.hp
sp_word = $data_system.words.sp
str_word = $data_system.words.str
dex_word = $data_system.words.dex
agi_word = $data_system.words.agi
int_word = $data_system.words.int
atk_word = $data_system.words.atk
pdef_word = $data_system.words.pdef
mdef_word = $data_system.words.mdef
weapon_word = $data_system.words.weapon
case armor_type
when 0 ;armor_type = $data_system.words.armor1
when 1 ;armor_type = $data_system.words.armor2
when 2 ;armor_type = $data_system.words.armor3
when 3 ;armor_type = $data_system.words.armor4
end
item_word = $data_system.words.item
# Draws Name
contents.font.color = normal_color
contents.draw_text(116, 0, contents.width - 116, 32, name)
# Draws Times Seen & Defeated
contents.font.color = system_color
contents.draw_text(116, 32, contents.width - 116, 32, "Times Seen:")
contents.draw_text(116, 64, contents.width - 116, 32, "Times Defeated:")
contents.font.color = normal_color
contents.draw_text(0, 32, contents.width, 32, "#{enemy.seen_times}", 2)
contents.draw_text(0, 64, contents.width, 32, "#{enemy.defeated_times}", 2)
# Organizes Stats
colomn_a_left = ["Max #{hp_word}", "Max #{sp_word}", str_word, dex_word,
agi_word, int_word, atk_word, pdef_word, mdef_word, "Evasion"]
colomn_a_right = [maxhp, maxsp, str,dex , agi, int, atk, pdef, mdef, eva]
# Organized Victory Settings
column_b_left = ["Experience Given:", "#{g_word} Dropped:", "#{item_word} Dropped:", "",
"#{weapon_word} Dropped:", "", "#{armor_type} Dropped:", "", "Drop Pobabilty:"]
column_b_right = [exp, gold, "", item_id, "", weapon_id, "", armor_id, treasure_prob]
# Draws Stats
for i in 0...colomn_a_left.size
contents.font.color = system_color
contents.draw_text(4, 160 + i * 32, 160, 32, colomn_a_left[i])
contents.font.color = normal_color
contents.draw_text(-4, 160 + i * 32, 160, 32, colomn_a_right[i], 2)
end
# Draws Victory Settings
for i in 0...column_b_left.size
contents.font.color = system_color
contents.draw_text(168, 160 + i * 32, contents.width, 32, column_b_left[i])
x = -4
x = -30 if i == 3 or i == 5 or i == 7
contents.font.color = normal_color
contents.draw_text(x, 160 + i * 32, contents.width, 32, column_b_right[i], 2)
end
# Draws Item Icons
bitmap = RPG::Cache.icon(item_icon)
self.contents.blt(contents.width - 24, 260, bitmap, Rect.new(0, 0, 24, 24))
bitmap = RPG::Cache.icon(weapon_icon)
self.contents.blt(contents.width - 24, 324, bitmap, Rect.new(0, 0, 24, 24))
bitmap = RPG::Cache.icon(armor_icon)
self.contents.blt(contents.width - 24, 388, bitmap, Rect.new(0, 0, 24, 24))
end
end
#==============================================================================
# Window Beastairy Controls
#==============================================================================
class Window_Beastairy_Controls < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 288, 200, 192)
self.contents = Bitmap.new(width - 32, height - 32)
self.z = 999
refresh(0)
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh(phase)
# Clears Window
contents.clear
disabled_system_color = Color.new(192, 224, 255, 128)
contents.font.color = normal_color
contents.draw_text(0, 0, contents.width, 24, "L / R : Change Pose")
# Main Phase Controls
contents.font.color = phase == 0 ? system_color : disabled_system_color
contents.draw_text(4, 24, contents.width, 24, "Main")
contents.font.color = phase == 0 ? normal_color : disabled_color
contents.draw_text(8, 48, contents.width, 24, "B : Return to Map")
contents.draw_text(8, 72, contents.width, 24, "C : Select Group")
# Enemy Select Controls
contents.font.color = phase == 1 ? system_color : disabled_system_color
contents.draw_text(4, 96, contents.width, 24, "Enemy Select")
contents.font.color = phase == 1 ? normal_color : disabled_color
contents.draw_text(8, 120, contents.width, 24, "B : Return to Main")
contents.draw_text(8, 140, contents.width, 24, "C : Test Battle")
end
end
#==============================================================================
# ** Class Scene Beastairy
#==============================================================================
class Scene_Beastairy
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Sets Main Phase
@phase = 0
# Enemies Graphic Animation
@pose, @frame, @counting_frame= 0, 0, 0
# Current Phase Window
@phase_window = Window_Base.new(0, 0, width = 200, height = 64)
@phase_window.contents = contents = Bitmap.new(width - 32, height - 32)
@phase_window.contents.draw_text(0, 0, 168, 32, "Main Phase", 1)
# Main Window (Enemy Groups)
commands = $game_beastairy.monster_groups.dup
commands.push("Exit")
@enemy_groups = Window_Command.new(200, commands)
@enemy_groups.y = 64
@enemy_groups.height = 224
# Controls Window
@controls = Window_Beastairy_Controls.new
# Monster Group Information Window
@monster_window = Window_Monster_Group_Info.new
@monster_window.refresh(0, 0, 0)
# Enemy Information Window
@enemy_window = Window_Monster_Info.new
@enemy_window.visible = false
# Scene Objects
@objects = [@phase_window, @enemy_groups, @controls, @monster_window, @enemy_window]
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Update Objects Information
@objects.each {|x| x.update}
# Frame update
update
# Abort loop if screen is changed
break if $scene != self
end
# Prepare for transition
Graphics.freeze
# Dispose of Objects
@objects.each {|x| x.dispose unless x.disposed?}
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Visiblity Changes Between Methods
case @phase
# Main Phase
when 0
[@enemy_window].each {|x| x.visible = false if x.visible}
[@enemy_groups, @monster_window].each {|x| x.visible = true unless x.visible}
@enemy_groups.active = true
when 1
[@enemy_window].each {|x| x.visible = true unless x.visible}
[@enemy_groups, @monster_window].each {|x| x.visible = false if x.visible}
@enemy_groups.active = false
end
# Updates Enemy Animation
@counting_frame += 1
if @counting_frame == 8
@counting_frame = 0
@frame += 1
@frame = 0 if @frame == 4
if @phase == 0
@monster_window.refresh(@enemy_groups.index, @pose, @frame)
else
enemy_id = @enemies[@groups_enemies.index].id
@enemy_window.refresh(enemy_id, @pose, @frame)
end
end
# Current Phase Update
case @phase
when 0; main_update
when 1; enemy_select
end
end
#--------------------------------------------------------------------------
# * Main Frame Update
#--------------------------------------------------------------------------
def main_update
# Exit Scene
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$game_temp.beastairy_return = false
$scene = Scene_Map.new
# Enemy Select
elsif Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
if @enemy_groups.index == $game_beastairy.monster_groups.size
$game_temp.beastairy_return = false
$scene = Scene_Map.new
else
commands, @enemies = [], []
group = $game_beastairy.monster_groups[@enemy_groups.index]
for i in 1...$data_enemies.size
if $data_enemies[i].group == group
commands.push($data_enemies[i].name)
@enemies.push($data_enemies[i])
end
end
@groups_enemies = Window_Command.new(200, commands)
@groups_enemies.y = 64
@groups_enemies.height = 224
# Phase Window Update
@phase_window.contents.clear
@phase_window.contents.draw_text(0, 0, 168, 32, "Enemy Select", 1)
# Adds Object (For Updating)
@objects.push(@groups_enemies)
# Updates Controls Window
@controls.refresh(1)
enemy_id = @enemies[@groups_enemies.index].id
@enemy_window.refresh(enemy_id, @pose, @frame)
# Changes Phase
@phase = 1
end
# Changes Pose
elsif Input.trigger?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@pose == 0 ? @pose = 3 : @pose -= 1
elsif Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@pose == 3 ? @pose = 0 : @pose += 1
end
end
#--------------------------------------------------------------------------
# * Enemy Frame Update
#--------------------------------------------------------------------------
def enemy_select
# Exit Phase
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@groups_enemies.dispose
@objects.delete(@groups_enemies)
# Phase Window Update
@phase_window.contents.clear
@phase_window.contents.draw_text(0, 0, 168, 32, "Main Phase", 1)
# Updates Controls Window
@controls.refresh(0)
# Changes Phase
@phase = 0
# Enemy Select
elsif Input.trigger?(Input::C)
enemy = @enemies[@groups_enemies.index]
if enemy.seen
$game_system.se_play($data_system.decision_se)
enemy_name = enemy.name
for i in 1...$data_troops.size
if $data_troops[i].name == enemy_name
$game_temp.beastairy_return = true
$game_temp.battle_troop_id = i
$game_temp.battle_can_escape = true
$game_temp.battle_can_lose = false
$game_temp.battle_proc = nil
# Memorize map BGM and stop BGM
$game_temp.map_bgm = $game_system.playing_bgm
$game_system.bgm_stop
# Play battle start SE
$game_system.se_play($data_system.battle_start_se)
# Play battle BGM
$game_system.bgm_play($game_system.battle_bgm)
# Straighten player position
$game_player.straighten
# Switch to battle screen
$scene = Scene_Battle.new
end
end
else
$game_system.se_play($data_system.buzzer_se)
end
elsif Input.trigger?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@pose == 0 ? @pose = 3 : @pose -= 1
elsif Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@pose == 3 ? @pose = 0 : @pose += 1
end
end
end
#==============================================================================
# ** Scene_Battle
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# * Alias Main Processing
#--------------------------------------------------------------------------
alias beastairy_main main
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
unless $game_temp.beastairy_return
$beastairy_troop = []
troop = $data_troops[$game_temp.battle_troop_id]
for i in 0...troop.members.size
enemy = $data_enemies[troop.members[i].enemy_id]
$beastairy_troop.push(enemy)
enemy.see
end
else
$beastairy_troop = []
end
beastairy_main
end
#--------------------------------------------------------------------------
# * Battle Ends
# result : results (0:win 1:lose 2:escape)
#--------------------------------------------------------------------------
def battle_end(result)
# Clear in battle flag
$game_temp.in_battle = false
# Clear entire party actions flag
$game_party.clear_actions
# Remove battle states
for actor in $game_party.actors
actor.remove_states_battle
end
# Clear enemies
$game_troop.enemies.clear
# Call battle callback
if $game_temp.battle_proc != nil
$game_temp.battle_proc.call(result)
$game_temp.battle_proc = nil
end
if $game_temp.beastairy_return
$scene = Scene_Beastairy.new
else
if result == 0
for enemy in $beastairy_troop
enemy.defeat
end
end
$scene = Scene_Map.new
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# If battle event is running
if $game_system.battle_interpreter.running?
# Update interpreter
$game_system.battle_interpreter.update
# If a battler which is forcing actions doesn't exist
if $game_temp.forcing_battler == nil
# If battle event has finished running
unless $game_system.battle_interpreter.running?
# Rerun battle event set up if battle continues
unless judge
setup_battle_event
end
end
# If not after battle phase
if @phase != 5
# Refresh status window
@status_window.refresh
end
end
end
# Update system (timer) and screen
$game_system.update
$game_screen.update
# If timer has reached 0
if $game_system.timer_working and $game_system.timer == 0
# Abort battle
$game_temp.battle_abort = true
end
# Update windows
@help_window.update
@party_command_window.update
@actor_command_window.update
@status_window.update
@message_window.update
# Update sprite set
@spriteset.update
# If transition is processing
if $game_temp.transition_processing
# Clear transition processing flag
$game_temp.transition_processing = false
# Execute transition
if $game_temp.transition_name == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$game_temp.transition_name)
end
end
# If message window is showing
if $game_temp.message_window_showing
return
end
# If effect is showing
if @spriteset.effect?
return
end
# If game over
if $game_temp.gameover
# Switch to game over screen
if $game_temp.beastairy_return
$scene = Scene_Beastairy.new
else
$scene = Scene_Gameover.new
end
end
# If returning to title screen
if $game_temp.to_title
# Switch to title screen
$scene = Scene_Title.new
return
end
# If battle is aborted
if $game_temp.battle_abort
# Return to BGM used before battle started
$game_system.bgm_play($game_temp.map_bgm)
# Battle ends
battle_end(1)
return
end
# If waiting
if @wait_count > 0
# Decrease wait count
@wait_count -= 1
return
end
# If battler forcing an action doesn't exist,
# and battle event is running
if $game_temp.forcing_battler == nil and
$game_system.battle_interpreter.running?
return
end
# Branch according to phase
case @phase
when 1 # pre-battle phase
update_phase1
when 2 # party command phase
update_phase2
when 3 # actor command phase
update_phase3
when 4 # main phase
update_phase4
when 5 # after battle phase
update_phase5
end
end
#--------------------------------------------------------------------------
# * Start After Battle Phase
#--------------------------------------------------------------------------
def start_phase5
# Shift to phase 5
@phase = 5
# Play battle end ME
$game_system.me_play($game_system.battle_end_me)
# Return to BGM before battle started
$game_system.bgm_play($game_temp.map_bgm)
# Initialize EXP, amount of gold, and treasure
exp = 0
gold = 0
treasures = []
# Loop
for enemy in $game_troop.enemies
# If enemy is not hidden
unless enemy.hidden
unless $game_temp.beastairy_return
# Add EXP and amount of gold obtained
exp += enemy.exp
gold += enemy.gold
# Determine if treasure appears
if rand(100) < enemy.treasure_prob
if enemy.item_id > 0
treasures.push($data_items[enemy.item_id])
end
if enemy.weapon_id > 0
treasures.push($data_weapons[enemy.weapon_id])
end
if enemy.armor_id > 0
treasures.push($data_armors[enemy.armor_id])
end
end
end
end
end
# Treasure is limited to a maximum of 6 items
treasures = treasures[0..5]
# Obtaining EXP
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
if actor.cant_get_exp? == false
last_level = actor.level
actor.exp += exp
if actor.level > last_level
@status_window.level_up(i)
end
end
end
# Obtaining gold
$game_party.gain_gold(gold)
# Obtaining treasure
for item in treasures
case item
when RPG::Item
$game_party.gain_item(item.id, 1)
when RPG::Weapon
$game_party.gain_weapon(item.id, 1)
when RPG::Armor
$game_party.gain_armor(item.id, 1)
end
end
# Make battle result window
@result_window = Window_BattleResult.new(exp, gold, treasures)
# Set wait count
@phase5_wait_count = 100
end
end
# Edit by Drag-On
# On Map, you can add a Monster to Beastairy by using this code:
# $scene.add_to_bestiary (enemy_id)
class Scene_Map
def add_to_bestiary (monsterid)
@enemy = $data_enemies[monsterid]
$beastairy_troop = [] if $beastairy_troop == nil
$beastairy_troop.push(@enemy)
@enemy.see
end
end |
So, mit
|
|
Quellcode |
1 |
$scene.add_to_bestiary (enemy_id) |
Drag-On
