Ist es möglich...
Hallo,
ich bin neu hier. Ich hab mal ne Frage zu den Battel Commands. Gibt es einen Script, der es möglich macht den Befehl "Skill", zu unterteilen in zum Beispiel Zauber und Techniken? Also das man ,wenn man auf Skill geht, auf eine weitere Auswahl stößt, in der man zwischen Zaubern und Techniken auswählen kann?
ich bin neu hier. Ich hab mal ne Frage zu den Battel Commands. Gibt es einen Script, der es möglich macht den Befehl "Skill", zu unterteilen in zum Beispiel Zauber und Techniken? Also das man ,wenn man auf Skill geht, auf eine weitere Auswahl stößt, in der man zwischen Zaubern und Techniken auswählen kann?
Hi Felix91,
das Problem was du beschreibst kann man nicht so einfach lösen. Relativ unproblemtisch ist dabei noch die Veränderung des Kampfmenüs. Es gibt hier mehrere Tuts (Tutorials), die das genauer erklären. Das Problem liegt meiner bescheidenen Meinung eher darin, dass alle Skills, egal ob Zauber oder Waffenskills, in der Database auch unter Skills aufgelistet stehen. Das bedeutet, dass das System nicht wissen würde, welche Fähigkeit nun ein Skill und welche ein Zauber ist.
Also ich würde zumindest im Ansatz etwas versuchen wie:
Ein neues Element einführen (kannst du einfach in der Database machen) das nennst du dann Magie. Dieses Element an sich hat keine Funktion, wäre aber in einem Script (wenn ich das Scripten mit Ruby nun richtig verstehe) abfragbar. So nun baust du dein Kampfmenü (hier kann ich dir nicht großartig helfen, da musst du dich wirklich durch die Tuts lesen) und kannst dann innerhalb des Scripts jeweils die Fähigkeiten zu den skills und die Zauber zur Magie anzeigen lassen.
So würde ich es zumindest probieren. Allerdings weiß ich jetzt nicht, ob dir das hilft.
Liebe Grüße
Amboss
das Problem was du beschreibst kann man nicht so einfach lösen. Relativ unproblemtisch ist dabei noch die Veränderung des Kampfmenüs. Es gibt hier mehrere Tuts (Tutorials), die das genauer erklären. Das Problem liegt meiner bescheidenen Meinung eher darin, dass alle Skills, egal ob Zauber oder Waffenskills, in der Database auch unter Skills aufgelistet stehen. Das bedeutet, dass das System nicht wissen würde, welche Fähigkeit nun ein Skill und welche ein Zauber ist.
Also ich würde zumindest im Ansatz etwas versuchen wie:
Ein neues Element einführen (kannst du einfach in der Database machen) das nennst du dann Magie. Dieses Element an sich hat keine Funktion, wäre aber in einem Script (wenn ich das Scripten mit Ruby nun richtig verstehe) abfragbar. So nun baust du dein Kampfmenü (hier kann ich dir nicht großartig helfen, da musst du dich wirklich durch die Tuts lesen) und kannst dann innerhalb des Scripts jeweils die Fähigkeiten zu den skills und die Zauber zur Magie anzeigen lassen.
So würde ich es zumindest probieren. Allerdings weiß ich jetzt nicht, ob dir das hilft.
Liebe Grüße
Amboss
vielen dank für eure Hilfe.
@Lelle
ich würde mich freuen, wenn du es so ein Skript, wo ich Zaubern von Techniken trennen kann, für mich schreibst. Ich würde das aber so machen dass dieTechniken erst ab ID 50 anfangen und die Zauber kleinere IDs haben, da ich schon ein paar Zauber auf kleinen IDs festgelegt habe.
@Lelle
ich würde mich freuen, wenn du es so ein Skript, wo ich Zaubern von Techniken trennen kann, für mich schreibst. Ich würde das aber so machen dass dieTechniken erst ab ID 50 anfangen und die Zauber kleinere IDs haben, da ich schon ein paar Zauber auf kleinen IDs festgelegt habe.
Also ich war mal wieder erstaunt wie unglaublich kompliziert der Code für die Kämpfe is, aber ich denke ich habs hingekriegt.
Scene_Battle 3 muss verändert werden zu dem hier:
Scene_Battel 1 zu dem hier:
Man brauch dieses zusätzliche Window:
und zu guter letzt muss Window_Skill zu dem hier verändert werden:
Der Punkt zum auswählen der Zauber heißt jetzt "Zauber". Das kannst du aber in Scene_Battel 1 in Zeile 30 ändern.
Insgesammt bin ich mit der ganzen Sache unzufrieden, aber ich muss erhlich sagen, den Battelcode zu verändern bringt mich immer relativ schnell an den Rand des Wahnsinns.
Und mir is grad noch ein Problem aufgefallen: Die Zauber sind nicht vom Menü aus aufrufbar. Dazu müsste man da noch nen zusätzlichen Menüpunkt einbauen.
Scene_Battle 3 muss verändert werden zu dem hier:
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#============================================================================== # ** Scene_Battle (part 3) #------------------------------------------------------------------------------ # This class performs battle screen processing. #============================================================================== class Scene_Battle #-------------------------------------------------------------------------- # * Start Actor Command Phase #-------------------------------------------------------------------------- def start_phase3 # Shift to phase 3 @phase = 3 # Set actor as unselectable @actor_index = -1 @active_battler = nil # Go to command input for next actor phase3_next_actor end #-------------------------------------------------------------------------- # * Go to Command Input for Next Actor #-------------------------------------------------------------------------- def phase3_next_actor # Loop begin # Actor blink effect OFF if @active_battler != nil @active_battler.blink = false end # If last actor if @actor_index == $game_party.actors.size-1 # Start main phase start_phase4 return end # Advance actor index @actor_index += 1 @active_battler = $game_party.actors[@actor_index] @active_battler.blink = true # Once more if actor refuses command input end until @active_battler.inputable? # Set up actor command window phase3_setup_command_window end #-------------------------------------------------------------------------- # * Go to Command Input of Previous Actor #-------------------------------------------------------------------------- def phase3_prior_actor # Loop begin # Actor blink effect OFF if @active_battler != nil @active_battler.blink = false end # If first actor if @actor_index == 0 # Start party command phase start_phase2 return end # Return to actor index @actor_index -= 1 @active_battler = $game_party.actors[@actor_index] @active_battler.blink = true # Once more if actor refuses command input end until @active_battler.inputable? # Set up actor command window phase3_setup_command_window end #-------------------------------------------------------------------------- # * Actor Command Window Setup #-------------------------------------------------------------------------- def phase3_setup_command_window # Disable party command window @party_command_window.active = false @party_command_window.visible = false # Enable actor command window @actor_command_window.active = true @actor_command_window.visible = true # Set actor command window position @actor_command_window.x = @actor_index * 160 # Set index to 0 @actor_command_window.index = 0 end #-------------------------------------------------------------------------- # * Frame Update (actor command phase) #-------------------------------------------------------------------------- def update_phase3 # If enemy arrow is enabled if @enemy_arrow != nil update_phase3_enemy_select # If actor arrow is enabled elsif @actor_arrow != nil update_phase3_actor_select # If skill window is enabled elsif @skill_window != nil update_phase3_skill_select # If magic window is enabled elsif @magic_window != nil update_phase3_magic_select # If item window is enabled elsif @item_window != nil update_phase3_item_select # If actor command window is enabled elsif @actor_command_window.active update_phase3_basic_command end end #-------------------------------------------------------------------------- # * Frame Update (actor command phase : basic command) #-------------------------------------------------------------------------- def update_phase3_basic_command # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Go to command input for previous actor phase3_prior_actor return end # If C button was pressed if Input.trigger?(Input::C) # Branch by actor command window cursor position case @actor_command_window.index when 0 # attack # Play decision SE $game_system.se_play($data_system.decision_se) # Set action @active_battler.current_action.kind = 0 @active_battler.current_action.basic = 0 # Start enemy selection start_enemy_select when 1 # skill # Play decision SE $game_system.se_play($data_system.decision_se) # Set action @active_battler.current_action.kind = 1 # Start skill selection start_skill_select when 2 # magic # Play decision SE $game_system.se_play($data_system.decision_se) # Set action @active_battler.current_action.kind = 1 # Start skill selection start_magic_select when 3 # guard # Play decision SE $game_system.se_play($data_system.decision_se) # Set action @active_battler.current_action.kind = 0 @active_battler.current_action.basic = 1 # Go to command input for next actor phase3_next_actor when 4 # item # Play decision SE $game_system.se_play($data_system.decision_se) # Set action @active_battler.current_action.kind = 2 # Start item selection start_item_select end return end end #-------------------------------------------------------------------------- # * Frame Update (actor command phase : skill selection) #-------------------------------------------------------------------------- def update_phase3_skill_select # Make skill window visible @skill_window.visible = true # Update skill window @skill_window.update # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # End skill selection end_skill_select return end # If C button was pressed if Input.trigger?(Input::C) # Get currently selected data on the skill window @skill = @skill_window.skill # If it can't be used if @skill == nil or not @active_battler.skill_can_use?(@skill.id) # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Set action @active_battler.current_action.skill_id = @skill.id # Make skill window invisible @skill_window.visible = false # If effect scope is single enemy if @skill.scope == 1 # Start enemy selection start_enemy_select # If effect scope is single ally elsif @skill.scope == 3 or @skill.scope == 5 # Start actor selection start_actor_select # If effect scope is not single else # End skill selection end_skill_select # Go to command input for next actor phase3_next_actor end return end end #-------------------------------------------------------------------------- # * Frame Update (actor command phase : magic selection) #-------------------------------------------------------------------------- def update_phase3_magic_select # Make skill window visible @magic_window.visible = true # Update skill window @magic_window.update # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # End skill selection end_magic_select return end # If C button was pressed if Input.trigger?(Input::C) # Get currently selected data on the skill window @skill = @magic_window.skill # If it can't be used if @skill == nil or not @active_battler.skill_can_use?(@skill.id) # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Set action @active_battler.current_action.skill_id = @skill.id # Make skill window invisible @magic_window.visible = false # If effect scope is single enemy if @skill.scope == 1 # Start enemy selection start_enemy_select # If effect scope is single ally elsif @skill.scope == 3 or @skill.scope == 5 # Start actor selection start_actor_select # If effect scope is not single else # End skill selection end_magic_select # Go to command input for next actor phase3_next_actor end return end end #-------------------------------------------------------------------------- # * Frame Update (actor command phase : item selection) #-------------------------------------------------------------------------- def update_phase3_item_select # Make item window visible @item_window.visible = true # Update item window @item_window.update # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # End item selection end_item_select return end # If C button was pressed if Input.trigger?(Input::C) # Get currently selected data on the item window @item = @item_window.item # If it can't be used unless $game_party.item_can_use?(@item.id) # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Set action @active_battler.current_action.item_id = @item.id # Make item window invisible @item_window.visible = false # If effect scope is single enemy if @item.scope == 1 # Start enemy selection start_enemy_select # If effect scope is single ally elsif @item.scope == 3 or @item.scope == 5 # Start actor selection start_actor_select # If effect scope is not single else # End item selection end_item_select # Go to command input for next actor phase3_next_actor end return end end #-------------------------------------------------------------------------- # * Frame Updat (actor command phase : enemy selection) #-------------------------------------------------------------------------- def update_phase3_enemy_select # Update enemy arrow @enemy_arrow.update # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # End enemy selection end_enemy_select return end # If C button was pressed if Input.trigger?(Input::C) # Play decision SE $game_system.se_play($data_system.decision_se) # Set action @active_battler.current_action.target_index = @enemy_arrow.index # End enemy selection end_enemy_select # If skill window is showing if @skill_window != nil # End skill selection end_skill_select end # If item window is showing if @item_window != nil # End item selection end_item_select end # If magic window is showing if @magic_window != nil # Endmagic slection end_magic_select end # Go to command input for next actor phase3_next_actor end end #-------------------------------------------------------------------------- # * Frame Update (actor command phase : actor selection) #-------------------------------------------------------------------------- def update_phase3_actor_select # Update actor arrow @actor_arrow.update # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # End actor selection end_actor_select return end # If C button was pressed if Input.trigger?(Input::C) # Play decision SE $game_system.se_play($data_system.decision_se) # Set action @active_battler.current_action.target_index = @actor_arrow.index # End actor selection end_actor_select # If skill window is showing if @skill_window != nil # End skill selection end_skill_select end # If item window is showing if @item_window != nil # End item selection end_item_select end # If magic window is showing if @magic_window != nil # End magic selection end_magic_select end # Go to command input for next actor phase3_next_actor end end #-------------------------------------------------------------------------- # * Start Enemy Selection #-------------------------------------------------------------------------- def start_enemy_select # Make enemy arrow @enemy_arrow = Arrow_Enemy.new(@spriteset.viewport1) # Associate help window @enemy_arrow.help_window = @help_window # Disable actor command window @actor_command_window.active = false @actor_command_window.visible = false end #-------------------------------------------------------------------------- # * End Enemy Selection #-------------------------------------------------------------------------- def end_enemy_select # Dispose of enemy arrow @enemy_arrow.dispose @enemy_arrow = nil # If command is [fight] if @actor_command_window.index == 0 # Enable actor command window @actor_command_window.active = true @actor_command_window.visible = true # Hide help window @help_window.visible = false end end #-------------------------------------------------------------------------- # * Start Actor Selection #-------------------------------------------------------------------------- def start_actor_select # Make actor arrow @actor_arrow = Arrow_Actor.new(@spriteset.viewport2) @actor_arrow.index = @actor_index # Associate help window @actor_arrow.help_window = @help_window # Disable actor command window @actor_command_window.active = false @actor_command_window.visible = false end #-------------------------------------------------------------------------- # * End Actor Selection #-------------------------------------------------------------------------- def end_actor_select # Dispose of actor arrow @actor_arrow.dispose @actor_arrow = nil end #-------------------------------------------------------------------------- # * Start Skill Selection #-------------------------------------------------------------------------- def start_skill_select # Make skill window @skill_window = Window_Skill.new(@active_battler) # Associate help window @skill_window.help_window = @help_window # Disable actor command window @actor_command_window.active = false @actor_command_window.visible = false end #-------------------------------------------------------------------------- # * Start Magic Selection #-------------------------------------------------------------------------- def start_magic_select #p "MAKE M WINDOW" # Make skill window @magic_window = Window_Magic.new(@active_battler) # Associate help window @magic_window.help_window = @help_window # Disable actor command window @actor_command_window.active = false @actor_command_window.visible = false end #-------------------------------------------------------------------------- # * End Skill Selection #-------------------------------------------------------------------------- def end_skill_select # Dispose of skill window @skill_window.dispose @skill_window = nil # Hide help window @help_window.visible = false # Enable actor command window @actor_command_window.active = true @actor_command_window.visible = true end #-------------------------------------------------------------------------- # * End Magic Selection #-------------------------------------------------------------------------- def end_magic_select # Dispose of skill window @magic_window.dispose @magic_window = nil # Hide help window @help_window.visible = false # Enable actor command window @actor_command_window.active = true @actor_command_window.visible = true end #-------------------------------------------------------------------------- # * Start Item Selection #-------------------------------------------------------------------------- def start_item_select # Make item window @item_window = Window_Item.new # Associate help window @item_window.help_window = @help_window # Disable actor command window @actor_command_window.active = false @actor_command_window.visible = false end #-------------------------------------------------------------------------- # * End Item Selection #-------------------------------------------------------------------------- def end_item_select # Dispose of item window @item_window.dispose @item_window = nil # Hide help window @help_window.visible = false # Enable actor command window @actor_command_window.active = true @actor_command_window.visible = true end end |
zum Lesen den Text mit der Maus markieren
Scene_Battel 1 zu dem hier:
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#============================================================================== # ** Scene_Battle (part 1) #------------------------------------------------------------------------------ # This class performs battle screen processing. #============================================================================== class Scene_Battle #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Initialize each kind of temporary battle data $game_temp.in_battle = true $game_temp.battle_turn = 0 $game_temp.battle_event_flags.clear $game_temp.battle_abort = false $game_temp.battle_main_phase = false $game_temp.battleback_name = $game_map.battleback_name $game_temp.forcing_battler = nil # Initialize battle event interpreter $game_system.battle_interpreter.setup(nil, 0) # Prepare troop @troop_id = $game_temp.battle_troop_id $game_troop.setup(@troop_id) # Make actor command window s1 = $data_system.words.attack s2 = $data_system.words.skill s3 = $data_system.words.guard s4 = $data_system.words.item @actor_command_window = Window_Command.new(160, [s1, s2,"Zauber", s3, s4]) @actor_command_window.y = 128 @actor_command_window.back_opacity = 160 @actor_command_window.active = false @actor_command_window.visible = false # Make other windows @party_command_window = Window_PartyCommand.new @help_window = Window_Help.new @help_window.back_opacity = 160 @help_window.visible = false @status_window = Window_BattleStatus.new @message_window = Window_Message.new # Make sprite set @spriteset = Spriteset_Battle.new # Initialize wait count @wait_count = 0 # Execute transition if $data_system.battle_transition == "" Graphics.transition(20) else Graphics.transition(40, "Graphics/Transitions/" + $data_system.battle_transition) end # Start pre-battle phase start_phase1 # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Refresh map $game_map.refresh # Prepare for transition Graphics.freeze # Dispose of windows @actor_command_window.dispose @party_command_window.dispose @help_window.dispose @status_window.dispose @message_window.dispose if @skill_window != nil @skill_window.dispose end if @item_window != nil @item_window.dispose end if @result_window != nil @result_window.dispose end # Dispose of sprite set @spriteset.dispose # If switching to title screen if $scene.is_a?(Scene_Title) # Fade out screen Graphics.transition Graphics.freeze end # If switching from battle test to any screen other than game over screen if $BTEST and not $scene.is_a?(Scene_Gameover) $scene = nil end end #-------------------------------------------------------------------------- # * Determine Battle Win/Loss Results #-------------------------------------------------------------------------- def judge # If all dead determinant is true, or number of members in party is 0 if $game_party.all_dead? or $game_party.actors.size == 0 # If possible to lose if $game_temp.battle_can_lose # Return to BGM before battle starts $game_system.bgm_play($game_temp.map_bgm) # Battle ends battle_end(2) # Return true return true end # Set game over flag $game_temp.gameover = true # Return true return true end # Return false if even 1 enemy exists for enemy in $game_troop.enemies if enemy.exist? return false end end # Start after battle phase (win) start_phase5 # Return true return true 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 # Switch to map screen $scene = Scene_Map.new end #-------------------------------------------------------------------------- # * Battle Event Setup #-------------------------------------------------------------------------- def setup_battle_event # If battle event is running if $game_system.battle_interpreter.running? return end # Search for all battle event pages for index in 0...$data_troops[@troop_id].pages.size # Get event pages page = $data_troops[@troop_id].pages[index] # Make event conditions possible for reference with c c = page.condition # Go to next page if no conditions are appointed unless c.turn_valid or c.enemy_valid or c.actor_valid or c.switch_valid next end # Go to next page if action has been completed if $game_temp.battle_event_flags[index] next end # Confirm turn conditions if c.turn_valid n = $game_temp.battle_turn a = c.turn_a b = c.turn_b if (b == 0 and n != a) or (b > 0 and (n < 1 or n < a or n % b != a % b)) next end end # Confirm enemy conditions if c.enemy_valid enemy = $game_troop.enemies[c.enemy_index] if enemy == nil or enemy.hp * 100.0 / enemy.maxhp > c.enemy_hp next end end # Confirm actor conditions if c.actor_valid actor = $game_actors[c.actor_id] if actor == nil or actor.hp * 100.0 / actor.maxhp > c.actor_hp next end end # Confirm switch conditions if c.switch_valid if $game_switches[c.switch_id] == false next end end # Set up event $game_system.battle_interpreter.setup(page.list, 0) # If this page span is [battle] or [turn] if page.span <= 1 # Set action completed flag $game_temp.battle_event_flags[index] = true end return 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 $scene = Scene_Gameover.new return 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 end |
zum Lesen den Text mit der Maus markieren
Man brauch dieses zusätzliche Window:
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Ruby Quellcode |
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#============================================================================== # ** Window_Magic #============================================================================== class Window_Magic < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization # actor : actor #-------------------------------------------------------------------------- def initialize(actor) super(0, 128, 640, 352) @actor = actor @column_max = 2 refresh self.index = 0 # If in battle, move window to center of screen # and make it semi-transparent if $game_temp.in_battle self.y = 64 self.height = 256 self.back_opacity = 160 end end #-------------------------------------------------------------------------- # * Acquiring Skill #-------------------------------------------------------------------------- def skill return @data[self.index] end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] for i in 0...@actor.skills.size skill = $data_skills[@actor.skills[i]] if skill!=nil and skill.id<=50 @data.push(skill) end end # If item count is not 0, make a bit map and draw all items @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - 32, row_max * 32) for i in 0...@item_max draw_item(i) end end end #-------------------------------------------------------------------------- # * Draw Item # index : item number #-------------------------------------------------------------------------- def draw_item(index) skill = @data[index] if @actor.skill_can_use?(skill.id) self.contents.font.color = normal_color else self.contents.font.color = disabled_color end x = 4 + index % 2 * (288 + 32) y = index / 2 * 32 rect = Rect.new(x, y, self.width / @column_max - 32, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(skill.icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0) self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2) end #-------------------------------------------------------------------------- # * Help Text Update #-------------------------------------------------------------------------- def update_help @help_window.set_text(self.skill == nil ? "" : self.skill.description) end end |
zum Lesen den Text mit der Maus markieren
und zu guter letzt muss Window_Skill zu dem hier verändert werden:
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Ruby Quellcode |
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#============================================================================== # ** Window_Skill #------------------------------------------------------------------------------ # This window displays usable skills on the skill and battle screens. #============================================================================== class Window_Skill < Window_Selectable #-------------------------------------------------------------------------- # * Object Initialization # actor : actor #-------------------------------------------------------------------------- def initialize(actor) super(0, 128, 640, 352) @actor = actor @column_max = 2 refresh self.index = 0 # If in battle, move window to center of screen # and make it semi-transparent if $game_temp.in_battle self.y = 64 self.height = 256 self.back_opacity = 160 end end #-------------------------------------------------------------------------- # * Acquiring Skill #-------------------------------------------------------------------------- def skill return @data[self.index] end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] for i in 0...@actor.skills.size skill = $data_skills[@actor.skills[i]] if skill!=nil and skill.id>50 @data.push(skill) end end # If item count is not 0, make a bit map and draw all items @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - 32, row_max * 32) for i in 0...@item_max draw_item(i) end end end #-------------------------------------------------------------------------- # * Draw Item # index : item number #-------------------------------------------------------------------------- def draw_item(index) skill = @data[index] if @actor.skill_can_use?(skill.id) self.contents.font.color = normal_color else self.contents.font.color = disabled_color end x = 4 + index % 2 * (288 + 32) y = index / 2 * 32 rect = Rect.new(x, y, self.width / @column_max - 32, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon(skill.icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(x + 28, y, 204, 32, skill.name, 0) self.contents.draw_text(x + 232, y, 48, 32, skill.sp_cost.to_s, 2) end #-------------------------------------------------------------------------- # * Help Text Update #-------------------------------------------------------------------------- def update_help @help_window.set_text(self.skill == nil ? "" : self.skill.description) end end |
zum Lesen den Text mit der Maus markieren
Der Punkt zum auswählen der Zauber heißt jetzt "Zauber". Das kannst du aber in Scene_Battel 1 in Zeile 30 ändern.
Insgesammt bin ich mit der ganzen Sache unzufrieden, aber ich muss erhlich sagen, den Battelcode zu verändern bringt mich immer relativ schnell an den Rand des Wahnsinns.
Und mir is grad noch ein Problem aufgefallen: Die Zauber sind nicht vom Menü aus aufrufbar. Dazu müsste man da noch nen zusätzlichen Menüpunkt einbauen.
vielen dank,
das skript ist an sich ganz gut doch in verbidung mit diesem Skript hier Verbessertes Standard-KS funktioniert das net, was ich sehr schade finde, denn ich würde gerne beide haben...
in hoffnung auf eine Lösung
Felix91
das skript ist an sich ganz gut doch in verbidung mit diesem Skript hier Verbessertes Standard-KS funktioniert das net, was ich sehr schade finde, denn ich würde gerne beide haben...
in hoffnung auf eine Lösung
Felix91
@ Todes Schlaf:
Hab den Fehler gefunden und behoben. Lag in Battel_Scene 3. Müsst ihr dann nochmal neu einsetzen.
@Felix:
Ich hasse das verbesserte standart KS. Also es sieht gut aus und so, aber der Code der hier im Forum ist, is unendlich unübersichltich. Beschreib mal genauer worans hakt. Also gibts ne Fehlermeldung? oder funktionierts einfach nich?
Hab den Fehler gefunden und behoben. Lag in Battel_Scene 3. Müsst ihr dann nochmal neu einsetzen.
@Felix:
Ich hasse das verbesserte standart KS. Also es sieht gut aus und so, aber der Code der hier im Forum ist, is unendlich unübersichltich. Beschreib mal genauer worans hakt. Also gibts ne Fehlermeldung? oder funktionierts einfach nich?
Das Script ist gut für mein nächstes Spiel. Da soll das auch unterteilt sein ABER: wenn ich z.B. ins Menü auf Fähigkeiten gehe wird nicht der Name der Fähigkeit angezeigt man sieht nur das Icon. Das gleiche im Kampf! Wieso?
Nur noch selten hier.
'Til now, I always let people walk all over me!
From now on, if anyone makes fun of me, I'll kill 'em! Just like that!
From now on, if anyone makes fun of me, I'll kill 'em! Just like that!

