Benutzerinformationen überspringen
Ankömmling
Motto: Zum Erfolg gibt es keinen Lift, man muss die Treppe nehmen.
Problem mit Sideview CBS Kampfsystem
Vielleich kennt jemand das Problem und weiß weiter..
Freue mich auf Antworten.
MFG
1. Einmal wüsste ich gerne, welches CBS Script du verwendest.
2.Dann müsste ich noch wissen, welche Scripts du noch in in deinem Projekt mit eingebaut hast.(Wegen Script Konflikte)
Sobald du uns diese beiden Informationen gegeben hast, können wir vielleicht herausfinden, warum bei dir
dieser Fehler auftritt.
MFG
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »Asandril« (2. Januar 2011, 01:58)
Benutzerinformationen überspringen
Ankömmling
Motto: Zum Erfolg gibt es keinen Lift, man muss die Treppe nehmen.
Location statt Schritte im Menü:
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Ruby Quellcode |
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#///////////////////Mapname statt Schritte im Menü///////////////////// #~~~~~~~~~~~~~~~von Caesar~~~~~~~~~~~~~~~~~ #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ class Window_Steps < Window_Base def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text(4, 0, 120, 32, "Ort") self.contents.font.color = normal_color mapname = load_data("Data/MapInfos.rxdata")[$game_map.map_id].name self.contents.draw_text(4, 32, 120, 32, mapname, 2) end end |
Balkenscript:
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Ruby Quellcode |
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#============================================================================== # ** COGWHEEL Plug 'n' Play Menu Bars (based on Syvkal's revisions) #------------------------------------------------------------------------------- # by DerVVulfman # Version 1.1 # 06-28-06 #------------------------------------------------------------------------------ # This is a revision of Cogwheel's famous bargraph system, now set as an inser- # table script to display bargraphs behind values in the menus. # # To prevent conflict with Cogwheel's RTAB system, two key definitions have been # renamed: "gauge_rect" to "cw_gauge" & "gradation_rect" to "cw_grad_rect." # # # Affected Systems: Main Menu # Skill Menu # Status Menu # Hero Select Menu (for Items & Skills) # Equipment Menu # BattleStatus Menu # # The system uses a series of CONSTANTS that can be edited here. They control # the basic gauge colors and te manner the gauge is filled: # Gauge Border Colors COG_COLOR1 = Color.new(0, 0, 0, 192) # Outer Border COG_COLOR2 = Color.new(255, 255, 192, 192) # Inner Border # Gauge Empty filler COG_COLOR3 = Color.new(0, 0, 0, 192) # Half of Inner Shading COG_COLOR4 = Color.new(64, 0, 0, 192) # Half of Inner Shading # Alignment COG_ALIGN1 = 1 # Type 1: (0: Left / 1: Center / 2: Right Justify) COG_ALIGN2 = 2 # Type 2: (0: Upper / 1: Central / 2: Lower) COG_ALIGN3 = 0 # FILL ALIGNMENT (0: Left Justify / 1: Right Justify) # Gauge Settings COG_GRADE1 = 1 # EMPTY gauge (0: Side / 1: Vertical / 2: Slanted) COG_GRADE2 = 0 # FILLER gauge (0: Side / 1: Vertical / 2: Slanted) #============================================================================== # ** Game_Actor #------------------------------------------------------------------------------ # This class handles the actor. It's used within the Game_Actors class # ($game_actors) and refers to the Game_Party class ($game_party). #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # * Get EXP - numeric for calculations #-------------------------------------------------------------------------- def now_exp return @exp - @exp_list[@level] end #-------------------------------------------------------------------------- # * Get Next Level EXP - numeric for calculations #-------------------------------------------------------------------------- def next_exp return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0 end #-------------------------------------------------------------------------- # * End of Class #-------------------------------------------------------------------------- end #============================================================================== # ** Window_Base #------------------------------------------------------------------------------ # This class is for all in-game windows. #============================================================================== class Window_Base < Window #-------------------------------------------------------------------------- # * Draw EXP w/ Bars # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate #-------------------------------------------------------------------------- alias draw_actor_exp_original draw_actor_exp def draw_actor_exp(actor, x, y, width = 204) if actor.next_exp != 0 rate = actor.now_exp.to_f / actor.next_exp else rate = 1 end # Calculate Bar Gradiation if actor.next_exp != 0 rate = actor.now_exp.to_f / actor.next_exp else rate = 1 end # Adjust Bar Color based on Gradiation color1 = Color.new(80 - 24 * rate, 80 * rate, 14 * rate, 192) color2 = Color.new(100 - 72 * rate, 240 * rate, 62 * rate, 192) # Calculate Bar Width if actor.next_exp != 0 exp = width * actor.now_exp / actor.next_exp else exp = width end # Draw Bar Graph cw_gauge(x, y + 25, width, 10, exp, color1, color2) # Call original EXP draw_actor_exp_original(actor, x, y) end #-------------------------------------------------------------------------- # * Draw HP w/ Bars # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # width : draw spot width #-------------------------------------------------------------------------- alias draw_actor_hp_original draw_actor_hp def draw_actor_hp(actor, x, y, width = 144) # Calculate Bar Gradiation if actor.maxhp != 0 rate = actor.hp.to_f / actor.maxhp else rate = 0 end # Adjust Bar Color based on Gradiation color1 = Color.new(216 - 24 * rate, 0 * rate, 0 * rate, 192) color2 = Color.new(255 * rate, 165 * rate, 0 * rate, 192) # Calculate Bar Width if actor.maxhp != 0 hp = width * actor.hp / actor.maxhp else hp = 0 end # Draw Bar Graph cw_gauge(x, y + 25, width, 10, hp, color1, color2) # Call original HP draw_actor_hp_original(actor, x, y, width) end #-------------------------------------------------------------------------- # * Draw SP w/ Bars # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # width : draw spot width #-------------------------------------------------------------------------- alias draw_actor_sp_original draw_actor_sp def draw_actor_sp(actor, x, y, width = 144) # Calculate Bar Gradiation if actor.maxsp != 0 rate = actor.sp.to_f / actor.maxsp else rate = 1 end # Adjust Bar Color based on Gradiation color1 = Color.new(14 * rate, 80 - 24 * rate, 80 * rate, 192) color2 = Color.new(62 * rate, 240 - 72 * rate, 240 * rate, 192) # Calculate Bar Width if actor.maxsp != 0 sp = width * actor.sp / actor.maxsp else sp = width end # Draw Bar Graph cw_gauge(x + width * 0 / 100, y + 25, width, 10, sp, color1, color2) # Call original SP draw_actor_sp_original(actor, x, y, width) end #-------------------------------------------------------------------------- # * Draw Parameter w/ Bars # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # type : parameter type (0-6) #-------------------------------------------------------------------------- alias draw_actor_parameter_original draw_actor_parameter def draw_actor_parameter(actor, x, y, type) # Choose Color & Parameter Type case type when 0 e1 = actor.atk c6 = Color.new(253, 53, 56, 192) c5 = Color.new(242, 2, 6, 192) when 1 e1 = actor.pdef c6 = Color.new(238, 254, 124, 192) c5 = Color.new(228, 253, 48, 192) when 2 e1 = actor.mdef c6 = Color.new(150, 37, 184, 192) c5 = Color.new(170, 57, 204, 192) when 3 e1 = actor.str c6 = Color.new(253, 163, 33, 192) c5 = Color.new(254, 209, 154, 192) when 4 e1 = actor.dex c6 = Color.new(255, 255, 255, 192) c5 = Color.new(222, 222, 222, 192) when 5 e1 = actor.agi c6 = Color.new(124, 254, 155, 192) c5 = Color.new(33, 253, 86, 192) when 6 e1 = actor.int c6 = Color.new(119, 203, 254, 192) c5 = Color.new(8, 160, 253, 192) end # Calculate Bar Gradiation e2 = 999 if e1.to_f != 0 rate = e1.to_f / e2.to_f else rate = 1 end # Adjust Bar Color based on Gradiation & Parameter Type for i in 0..7 r = c6.red * rate g = (c6.green - 10) * rate b = c6.blue * rate a = c6.alpha end # Calculate Bar Width width = 168 if e1.to_f != 0 par = width * e1.to_f / e2.to_f else par = width end # Equipment Calc Fix case type when 0 if e1 == 0 par = 0 end when 1 if e1 == 0 par = 0 end when 2 if e1 == 0 par = 0 end end # Draw Bar Graph cw_gauge(x , y + 25, width, 7, par, c5, Color.new(r, g, b, a)) # Call Original Parameter draw_actor_parameter_original(actor, x, y, type) end #-------------------------------------------------------------------------- # * Gauge Rectangle (New to Class) #-------------------------------------------------------------------------- def cw_gauge(x, y, width, height, gauge, color1, color2) # Use Cogwheel PRESETS color3 = COG_COLOR1 color4 = COG_COLOR2 color5 = COG_COLOR3 color6 = COG_COLOR4 align1 = COG_ALIGN1 align2 = COG_ALIGN2 align3 = COG_ALIGN3 grade1 = COG_GRADE1 grade2 = COG_GRADE2 # Create Rectangle Width based on gauge max. rect_width = width case align1 when 1 x += (rect_width - width) / 2 when 2 x += rect_width - width end case align2 when 1 y -= height / 2 when 2 y -= height end self.contents.fill_rect(x, y, width, height, color3) self.contents.fill_rect(x + 1, y + 1, width - 2, height - 2, color4) if align3 == 0 if grade1 == 2 grade1 = 3 end if grade2 == 2 grade2 = 3 end end if (align3 == 1 and grade1 == 0) or grade1 > 0 color = color5 color5 = color6 color6 = color end if (align3 == 1 and grade2 == 0) or grade2 > 0 color = color1 color1 = color2 color2 = color end self.contents.cw_grad_rect(x + 2, y + 2, width - 4, height - 4, color5, color6, grade1) if align3 == 1 x += width - gauge end self.contents.cw_grad_rect(x + 2, y + 2, gauge - 4, height - 4, color1, color2, grade2) end #-------------------------------------------------------------------------- # * End of Class #-------------------------------------------------------------------------- end #============================================================================== # ** Bitmap #============================================================================== class Bitmap #-------------------------------------------------------------------------- # * Gradation Rectangle #-------------------------------------------------------------------------- def cw_grad_rect(x, y, width, height, color3, color4, align = 0) if align == 0 for i in x...x + width red = color3.red + (color4.red - color3.red) * (i - x) / (width - 1) green = color3.green + (color4.green - color3.green) * (i - x) / (width - 1) blue = color3.blue + (color4.blue - color3.blue) * (i - x) / (width - 1) alpha = color3.alpha + (color4.alpha - color3.alpha) * (i - x) / (width - 1) color = Color.new(red, green, blue, alpha) fill_rect(i, y, 1, height, color) end elsif align == 1 for i in y...y + height red = color3.red + (color4.red - color3.red) * (i - y) / (height - 1) green = color3.green + (color4.green - color3.green) * (i - y) / (height - 1) blue = color3.blue + (color4.blue - color3.blue) * (i - y) / (height - 1) alpha = color3.alpha + (color4.alpha - color3.alpha) * (i - y) / (height - 1) color = Color.new(red, green, blue, alpha) fill_rect(x, i, width, 1, color) end elsif align == 2 for i in x...x + width for j in y...y + height red = color3.red + (color4.red - color3.red) * ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 green = color3.green + (color4.green - color3.green) * ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 blue = color3.blue + (color4.blue - color3.blue) * ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 alpha = color3.alpha + (color4.alpha - color3.alpha) * ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 color = Color.new(red, green, blue, alpha) set_pixel(i, j, color) end end elsif align == 3 for i in x...x + width for j in y...y + height red = color3.red + (color4.red - color3.red) * ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 green = color3.green + (color4.green - color3.green) * ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 blue = color3.blue + (color4.blue - color3.blue) * ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 alpha = color3.alpha + (color4.alpha - color3.alpha) * ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 color = Color.new(red, green, blue, alpha) set_pixel(i, j, color) end end end end #-------------------------------------------------------------------------- # * End of Class #-------------------------------------------------------------------------- end |
Zusätzliche Option im Menü:
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Ruby Quellcode |
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#/////////////////////////////Scene_Menu erweitert//////////////////////////// #~~~~~~~~~~~~~~~~~~by Caesar~~~~~~~~~~~~~~~~~ #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ # Standardmenü mit einer zusätzlichen Option, die ein Common # Event aufruft #==================Parameter================= # Name des neuen Menüpunktes OPTION_NAME = "Aufgaben" # ID des Common Events, das bei Auswahl der Option aufgerufen wird MENU_COMMON_EVENT_ID = 5 #========================================= class Scene_Menu def initialize(menu_index = 0) @menu_index = menu_index end #----------------------- def main s1 = $data_system.words.item s2 = $data_system.words.skill s3 = $data_system.words.equip s4 = "Status" s5 = "Speichern" s6 = "Beenden" #~~~~~~~~~~ s7 = OPTION_NAME #~~~~~~~~~~ @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7]) @command_window.index = @menu_index if $game_party.actors.size == 0 @command_window.disable_item(0) @command_window.disable_item(1) @command_window.disable_item(2) @command_window.disable_item(3) end if $game_system.save_disabled @command_window.disable_item(4) end @playtime_window = Window_PlayTime.new @playtime_window.x = 0 @playtime_window.y = 256 @steps_window = Window_Steps.new @steps_window.x = 0 @steps_window.y = 320 @gold_window = Window_Gold.new @gold_window.x = 0 @gold_window.y = 416 @status_window = Window_MenuStatus.new @status_window.x = 160 @status_window.y = 0 Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @command_window.dispose @playtime_window.dispose @steps_window.dispose @gold_window.dispose @status_window.dispose end #----------------------- def update @command_window.update @playtime_window.update @steps_window.update @gold_window.update @status_window.update if @command_window.active update_command return end if @status_window.active update_status return end end #----------------------- def update_command if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new return end if Input.trigger?(Input::C) if $game_party.actors.size == 0 and @command_window.index < 4 $game_system.se_play($data_system.buzzer_se) return end case @command_window.index when 0 $game_system.se_play($data_system.decision_se) $scene = Scene_Item.new when 1 $game_system.se_play($data_system.decision_se) @command_window.active = false @status_window.active = true @status_window.index = 0 when 2 $game_system.se_play($data_system.decision_se) @command_window.active = false @status_window.active = true @status_window.index = 0 when 3 $game_system.se_play($data_system.decision_se) @command_window.active = false @status_window.active = true @status_window.index = 0 when 4 if $game_system.save_disabled $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) $scene = Scene_Save.new when 5 $game_system.se_play($data_system.decision_se) $scene = Scene_End.new #~~~~~~~~~~~~~ when 6 $game_system.se_play($data_system.decision_se) $game_temp.common_event_id = MENU_COMMON_EVENT_ID $scene = Scene_Map.new #~~~~~~~~~~~~~ end return end end #----------------------- def update_status if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @command_window.active = true @status_window.active = false @status_window.index = -1 return end if Input.trigger?(Input::C) case @command_window.index when 1 if $game_party.actors[@status_window.index].restriction >= 2 $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) $scene = Scene_Skill.new(@status_window.index) when 2 $game_system.se_play($data_system.decision_se) $scene = Scene_Equip.new(@status_window.index) when 3 $game_system.se_play($data_system.decision_se) $scene = Scene_Status.new(@status_window.index) end return end end end #=================== #~~~~~~~~~~~~ class Window_PlayTime < Window_Base def initialize super(0, 0, 160, 64) self.contents = Bitmap.new(width-32, height-32) refresh end #------------ def refresh self.contents.clear @total_sec = Graphics.frame_count / Graphics.frame_rate hour = @total_sec / 60 / 60 min = @total_sec / 60 % 60 sec = @total_sec % 60 text = sprintf("%02d:%02d:%02d", hour, min, sec) self.contents.draw_text(4, 0, 120, 32, text, 1) end end #~~~~~~~~~~~ |
HTML für Questlog:
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Ruby Quellcode |
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#///////////////////////HTML-Rendering-Engine///////////////////////////////// #~~~~~~~~~~~~~~~~by Caesar~~~~~~~~~~~~~~~~~~~ #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ class Bitmap def draw_shadow_text(x, y, width, height, str, align=0) color = font.color.dup font.color = Color.new(192, 192, 192, 156) draw_text(x+2, y+2, width, height, str, align) font.color = color draw_text(x, y, width, height, str, align) end #---------------- def draw_html(x, y, width, height, str) # remember string and font variables str = str.dup color = font.color.dup bold = font.bold italic = font.italic size = font.size name = font.name.dup #:::::::::: shadow = false underlined = false opacity = 255 str.gsub!(/<if=([0-9]+)>(.+?)<else>(.+?)<\/if>/) {$game_switches[$1.to_i] ? $2 : $3} str.gsub!(/<var=([0-9]+)>/) {$game_variables[$1.to_i].to_s} str.gsub!(/<eval={(.+?)}>/) {eval $1} str.gsub!(/<style=([A-Za-z0-9_-]+)>(.+?)<\/style>/) { STYLES.has_key?($1) ? STYLES[$1].sub("|", $2) : "" } if defined?(STYLES) str.gsub!(/<br>/) {"\n"} str.gsub!(/\\\\/) {"\00"} str.gsub!(/<b>/) {"\01"} str.gsub!(/<\/b>/) {"\02"} str.gsub!(/<i>/) {"\03"} str.gsub!(/<\/i>/) {"\04"} str.gsub!(/<color=(#?[0-9a-z_]+)>/) {"\05[#{$1}]"} str.gsub!(/<\/color>/) {"\06"} str.gsub!(/<shadow>/) {"\16"} str.gsub!(/<\/shadow>/) {"\17"} str.gsub!(/<small>/) {"\20"} str.gsub!(/<\/small>/) {"\21"} str.gsub!(/<big>/) {"\23"} str.gsub!(/<\/big>/) {"\21"} str.gsub!(/<size=([0-9]+)>/) {"\24[#{$1}]"} str.gsub!(/<\/size>/) {"\21"} str.gsub!(/<font=([A-Za-z0-9\s]+)>/) {"\25[#{$1}]"} str.gsub!(/<\/font>/) {"\26"} str.gsub!(/<u>/) {"\27"} str.gsub!(/<\/u>/) {"\30"} str.gsub!(/<icon=([_A-Za-z0-9-]+)>/) {"\11[#{$1}]"} str.gsub!(/<image=([_A-Za-z0-9-]+)>/) {"\31[#{$1}]"} str.gsub!(/<down=([0-9]+)>/) {"\22[#{$1}]"} str.gsub!(/<space=([0-9]+)>/) {"\100[#{$1}]"} str.gsub!(/<line>/) {"\07"} ix = 0 iy = 0 while ((c = str.slice!(/./m)) != nil) if c == "\00" # \\ c = "\\" end if c == "\01" # <b> font.bold = true end if c == "\02" #</b> font.bold = bold end if c == "\03" # <i> font.italic = true end if c == "\04" # </i> font.italic = false end if c == "\05" # <color=xxx> str.sub!(/\[(#?[0-9a-z_]+)\]/, "") if $1[0] == 35 col = Color.decode($1) elsif $1.to_i != 0 col = Window_Base.text_color($1.to_i) else col = Color.get($1) end font.color = col end if c == "\06" # </color> font.color = color end if c == "\16" # <shadow> shadow = true end if c == "\17" # </shadow> shadow = false end if c == "\20" # <small> font.size -= 5 if font.size > 10 end if c == "\21" # </small> </big> </size> font.size = size end if c == "\23" # <big> font.size += 5 if font.size < 92 end if c == "\24" # <size=xx> str.sub!(/\[([0-9]+)\]/, "") newsize = $1.to_i font.size = newsize if newsize > 5 and newsize < 97 end if c == "\25" # <font=xxx> str.sub!(/\[([A-Za-z0-9\s]+)\]/, "") font.name = $1 if Font.exist?($1) end if c == "\26" # </font> font.name = name end if c == "\27" # <u> underlined = true end if c == "\30" # </u> underlined = false end if c == "\11" #<icon=xxx> str.sub!(/\[([_A-Za-z0-9-]+)\]/, "") icon = RPG::Cache.icon($1) blt(ix + 8, iy + LINE_HEIGHT/2 - 12, icon, Rect.new(0, 0, 24, 24)) ix += 24 end if c == "\31" # <image=xxx> str.sub!(/\[([_A-Za-z0-9-]+)\]/, "") image = RPG::Cache.picture($1) iy += LINE_HEIGHT blt((width-image.rect.width)/2, iy, image, image.rect) iy += image.rect.height ix = 0 end if c == "\22" # <down=xxx> str.sub!(/\[([0-9]+)\]/, "") iy += $1.to_i ix = 0 end if c == "\100" # <space=xxx> str.sub!(/\[([0-9]+)\]/, "") ix += $1.to_i c = "" end if c == "\07" # <line> iy += LINE_HEIGHT + 3 fill_rect(16, iy, width-32, 2, font.color) fill_rect(16, iy, width-32, 2, Color.new(192, 192, 192, 156)) if shadow iy += 5 ix = 0 end if c == "\n" iy += LINE_HEIGHT ix = 0 end #::::::::: if shadow draw_shadow_text(x+ix+4, y+iy, 40, font.size, c) else draw_text(x+ix+4, y+iy, 40, font.size, c) end w = text_size(c).width if underlined fill_rect(x+ix+4, y+iy+text_size("T").height+3, w, 2, font.color) end ix += w end #:::::::::: #reset font variables font.color = color font.bold = bold font.italic = italic font.size = size font.name = name #return height of the bitmap return iy + LINE_HEIGHT end end #============== class Color def Color.get(s) eval "Color.#{s}" rescue Color.white end #------------ def Color.decode(hex) return Color.decode(hex[1..hex.length]) if hex[0] == 35 hex.downcase! red = hex[0..1].hex green = hex[2..3].hex blue = hex[4..5].hex alpha = hex.length == 8 ? hex[6..7].hex : 255 return Color.new(red, green, blue, alpha) end #------------ def Color.normal_color return Color.new(255, 255, 255, 255) end #----------- def Color.disabled_color return Color.new(255, 255, 255, 128) end #----------- def Color.system_color return Color.new(192, 224, 255, 255) end #----------- def Color.crisis_color return Color.new(255, 255, 64, 255) end #----------- def Color.knockout_color return Color.new(255, 64, 0) end #------------ def Color.white(alpha=255) return Color.new(255, 255, 255, alpha) end #----------- def Color.black(alpha=255) return Color.new(0, 0, 0, alpha) end #---------- def Color.red(alpha=255) return Color.new(255, 0, 0, alpha) end #---------- def Color.green(alpha=255) return Color.new(0, 255, 0, alpha) end #--------- def Color.blue(alpha=255) return Color.new(0, 0, 255, alpha) end #---------- def Color.yellow(alpha=255) return Color.new(255, 255, 0, alpha) end #---------- def Color.cyan(alpha=255) return Color.new(0, 255, 255, alpha) end #---------- def Color.magenta(alpha=255) return Color.new(255, 255, 0, alpha) end #---------- def Color.light_gray(alpha=255) return Color.new(192, 192, 192, alpha) end #----------- def Color.gray(alpha=255) return Color.new(128, 128, 128, alpha) end #----------- def Color.dark_gray(alpha=255) return Color.new(64, 64, 64, alpha) end #----------- def Color.pink(alpha=255) return Color.new(255, 175, 175, alpha) end #----------- def Color.orange(alpha=255) return Color.new(255, 200, 0, alpha) end end #===================== class Window_Base < Window # redefine text colors for static context def self.text_color(n) case n when 0 return Color.new(255, 255, 255, 255) when 1 return Color.new(128, 128, 255, 255) when 2 return Color.new(255, 128, 128, 255) when 3 return Color.new(128, 255, 128, 255) when 4 return Color.new(128, 255, 255, 255) when 5 return Color.new(255, 128, 255, 255) when 6 return Color.new(255, 255, 128, 255) when 7 return Color.new(192, 192, 192, 255) else return Color.white end end end |
Questlog 3.0:
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Ruby Quellcode |
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#//////////////////////////////////Questlog 3.0///////////////////////////////// #~~~~~~~~~~~~~~~~~~by Caesar~~~~~~~~~~~~~~~~~ #\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ #===================Parameter================== # Wenn true, werden neue Quests oben eingefügt, ansonsten unten INSERT_AT_TOP = true # Zeilenhöhe in der Questbeschreibung LINE_HEIGHT = 24 # Windowskin der Questlog-Fenster (nil = default) WINDOWSKIN = nil # "Überschrift" des Questlogs HEADER_TEXT = "Aufgaben" # Geschwindigkeit beim Scrollen (Pixel / Frame) SCROLL_SPEED = 7 # Styles für die Beschreibungen der Quests STYLES = { "h1" => "<size=45><font=Cambria><b>|</b></font></size><down=40>", "h2" => "<big><b><font=Cambria>|</font></b></big><down=32>", "disabled" => "<color=disabled_color>|</color>", "highlight" => "<color=#eeee32>|</color>", "system" => "<color=system_color>|</color>" } # Dieser Process wird ausgeführt, sobald das Questlog geschlossen wird; # (Default: Spieler kommt wieder auf die Map) ON_CLOSE = Proc.new {$scene = Scene_Menu.new} #============================================ class Scene_Questlog def main @window_header = Window_Help.new @window_header.x = 65 @window_header.y = 28 @window_header.z = 500 @window_header.width = 510 @window_header.windowskin = RPG::Cache.windowskin(WINDOWSKIN) unless WINDOWSKIN.nil? @window_header.contents = Bitmap.new(478, 32) @window_header.contents.font.size = 30 @window_header.contents.draw_text(0, 0, 510, 32, HEADER_TEXT, 1) @window_titles = Window_Questlog_Titles.new @window_titles.windowskin = RPG::Cache.windowskin(WINDOWSKIN) unless WINDOWSKIN.nil? @window_description = Window_Questlog_Description.new( $game_system.questlog.quests.map{|q| q.description}) @window_description.windowskin = RPG::Cache.windowskin(WINDOWSKIN) unless WINDOWSKIN.nil? @index = @window_titles.index spriteset = Spriteset_Map.new Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @window_header.dispose @window_titles.dispose @window_description.dispose spriteset.dispose end #---------------- def update @window_titles.update if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) ON_CLOSE.call return end if Input.press?(Input::R) @window_description.scroll_down elsif Input.press?(Input::L) @window_description.scroll_up end if @index != @window_titles.index @window_description.index = @index = @window_titles.index end end end #============= class Quest attr_reader :title attr_reader :description def initialize(title, description) @title = title @description = description end end #============ class Questlog attr_reader :quests def initialize @quests = [] end #----------- def add(quest, description="") return add(Quest.new(quest, description)) unless quest.is_a?(Quest) i = index(quest.title) return @quests[i] = quest if i != nil if INSERT_AT_TOP # insert quest at top of the list @quests.unshift(quest) else # insert quest at bottom of the list @quests.push(quest) end end #----------- def remove(title) @quests.delete_if{ |quest| quest.title == title} end #----------- def count return @quests.length end #------------ def index(title) for i in 0..@quests.length-1 return i if @quests[i].title == title end return nil end #------------ def Questlog.add(title, description="") $game_system.questlog.add(title, description) end #------------ def Questlog.remove(title) $game_system.questlog.remove(title) end end #============= class Window_Questlog_Description < Window_Base attr_reader :index #------------------ def initialize(descriptions) super(275, 92, 300, 360) @descriptions = descriptions @cache = Array.new(descriptions.size) self.contents = Bitmap.new(width-32, height-32) self.index = 0 self.z = 500 end #----------- def index=(index) return if index == @index or @descriptions.empty? @index = index self.oy = 0 # bitmaps are only rendered once and than cached to reach more efficiency if @cache[index].nil? buffer = Bitmap.new(width-32, 2000) docheight = buffer.draw_html(0, 0, 270, 2000, @descriptions[index]) @cache[index] = self.contents = Bitmap.new(width-32, docheight) self.contents.blt(0, 0, buffer, Rect.new(0, 0, self.width-32, docheight)) else self.contents = @cache[index] end end #----------- def scroll_down self.oy += SCROLL_SPEED if self.height + self.oy - 32 < self.contents.height end #------------ def scroll_up self.oy -= SCROLL_SPEED self.oy = 0 if self.oy < 0 end end #============= class Window_Questlog_Titles < Window_Base attr_reader :index def initialize super(65, 92, 210, 360) self.z = 500 @item_max = $game_system.questlog.count self.contents = Bitmap.new(width-32, @item_max > 0 ? @item_max*32 : 32) @index = 0 refresh end #------------- def index=(index) @index = index update_cursor_rect end #------------- def top_row=(row) if row < 0 row = 0 end if row > @item_max - 1 row = @item_max - 1 end self.oy = row * 32 end #------------- def page_row_max return (self.height - 32) / 32 end #------------- def page_item_max return page_row_max * @column_max end #------------- def update_cursor_rect if @index < 0 self.cursor_rect.empty return end row = @index top_row = self.oy / 32 if row < top_row self.top_row = row end if row > top_row + (self.page_row_max - 1) self.top_row = row - (self.page_row_max - 1) end self.cursor_rect.set(0, @index * 32 - self.oy, self.width - 32, 32) end #------------- def refresh self.contents.clear for i in 0...$game_system.questlog.count quest = $game_system.questlog.quests[i] y = i*32 self.contents.draw_html(4, y, 150, 32, quest.title) end end #------------ def update super if self.active and @item_max > 0 and @index >= 0 if Input.repeat?(Input::DOWN) and (Input.trigger?(Input::DOWN) or @index < @item_max - 1) $game_system.se_play($data_system.cursor_se) @index = (@index + 1) % @item_max end if Input.repeat?(Input::UP) and (Input.trigger?(Input::UP) or @index > 0) $game_system.se_play($data_system.cursor_se) @index = (@index - 1 + @item_max) % @item_max end end update_cursor_rect end end #=========== class Scene_Map def call_questlog $game_temp.questlog_calling = false $game_player.straighten $scene = Scene_Questlog.new end end #=========== class Game_System attr_accessor :questlog alias questlog_init initialize def initialize questlog_init @questlog = Questlog.new end end #=========== class Game_Temp attr_accessor :questlog_calling alias questlog_init initialize def initialize questlog_init @questlog_calling = false end end #======================== class Scene_Load < Scene_File # if a game that does not yet contain the questlog is loaded # a new (empty) questlog instance is created alias questlog_read_save_data read_save_data def read_save_data(file) questlog_read_save_data(file) $game_system.questlog = Questlog.new if $game_system.questlog.nil? end end |
AMS:
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Ruby Quellcode |
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#=================================================== # AMS - Advanced Message Script - R4 [Update #2] #=================================================== # For more infos and update, visit: # www.dubealex.com (Creation Asylum) # # Edited, Fixed and Enhanced by: Dubealex # Original Script Core by: XRXS Scripter (Jap Dudes) # HTML Hexadecimal color feature from: Phylomorphis # # Special Thanks: # Rabu: For enabling the Show Face feature in an encrypted project # # To found all my new features, search the following: #NEW # To configure the button to skip the dialog, search: #SKIP_TEXT_CODE # # May 18, 2005 #=================================================== LETTER_BY_LETTER_MODE = true #Set the letter by letter mode ON/OFF #=================================================== # ¼ CLASS AMS Begins #=================================================== class AMS attr_accessor :name_box_x_offset attr_accessor :name_box_y_offset attr_accessor :font_type attr_accessor :name_font_type attr_accessor :font_size attr_accessor :name_font_size attr_accessor :message_box_opacity attr_accessor :name_box_skin attr_accessor :name_box_text_color attr_accessor :message_box_text_color attr_accessor :message_box_skin attr_accessor :name_box_width attr_accessor :name_box_height attr_accessor :message_width attr_accessor :message_height attr_accessor :message_x attr_accessor :message_y_bottom attr_accessor :message_y_middle attr_accessor :message_y_top attr_accessor :event_message_x_ofset attr_accessor :event_message_y_ofset def initialize @name_box_x_offset = 10 #Choose the X axis offset of the name bos. default= 0 @name_box_y_offset = -10 #Choose the Y axis offset of the name bos. default= -10 @name_box_width = 8 #Choose the width of the Name Box. default= 8 @name_box_height = 26 #Choose the height of the Name Box. default= 26 @font_type = "Trebuchet MS" #Choose the Font Name (Case Sensitive) for message box @name_font_type = "Trebuchet MS" #Choose the Font Name (Case Sensitive) for Name Box @font_size = 22 #Choose the default Font Size for message box text @name_font_size = 20 #Choose the deafault Font Size for Name Box text @name_box_text_color=0 #Choose the Text Color of the Name Box @message_box_text_color=0 #Choose the Text Color of the Message Box @message_box_opacity = 160 #Choose the opacity of the message window. Default=160 @message_box_skin = "untitled1" #Choose the WindowSkin for the Message Box @name_box_skin = "001-Blue01" #Choose the WindowSkin for the Name Box @message_width = 480 #Choose the width size of the message box. Default=480 @message_height = 160 #Choose the height size of the message box. Default=160 @message_x = 80 #Choose the X position of the message box. Default=80 @message_y_bottom = 304 #Choose the Y bottom position of the message box. Default=304 @message_y_middle = 160 #Choose the Y middle position of the message box. Default=160 @message_y_top = 16 #Choose the Y top position of the message box. Default=16 @event_message_x_ofset = 32 #Choose the X position offset of the event message. Default=0 @event_message_y_ofset = 77 #Choose the Y position offset of the event message. Default=48 end end #=================================================== # ² CLASS AMS Ends #=================================================== #=================================================== # ¼ Class Window_Message Begins #=================================================== class Window_Message < Window_Selectable alias xrxs9_initialize initialize def initialize @alex_skip = false xrxs9_initialize if $soundname_on_speak == nil then $soundname_on_speak = "" end $gaiji_file = "./Graphics/Gaiji/sample.png" if FileTest.exist?($gaiji_file) @gaiji_cache = Bitmap.new($gaiji_file) else @gaigi_cache = nil end @opacity_text_buf = Bitmap.new(32, 32) end #-------------------------------------------------------------------------- alias xrxs9_terminate_message terminate_message def terminate_message if @name_window_frame != nil @name_window_frame.dispose @name_window_frame = nil end if @name_window_text != nil @name_window_text.dispose @name_window_text = nil end xrxs9_terminate_message end #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = text_color($ams.message_box_text_color) self.contents.font.name = $ams.font_type self.contents.font.size = $ams.font_size self.windowskin = RPG::Cache.windowskin($ams.message_box_skin) @x = @y = @max_x = @max_y = @indent = @lines = 0 @face_indent = 0 @opacity = 255 @cursor_width = 0 @write_speed = 0 @write_wait = 0 @mid_stop = false @face_file = nil @popchar = -2 if $game_temp.choice_start == 0 @x = 8 end if $game_temp.message_text != nil @now_text = $game_temp.message_text if (/\A\\[Ff]\[(.+?)\]/.match(@now_text))!=nil then @face_file = $1 + ".png" @x = @face_indent = 128 if FileTest.exist?("Graphics/Pictures/" + $1 + ".png") self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96)) end @now_text.gsub!(/\\[Ff]\[(.*?)\]/) { "" } end begin last_text = @now_text.clone @now_text.gsub!(/\\[Vv]\[([IiWwAaSs]?)([0-9]+)\]/) { convart_value($1, $2.to_i) } end until @now_text == last_text @now_text.gsub!(/\\[Nn]\[([0-9]+)\]/) do $game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : "" end #NEW #Dubealex's Stop Skip Text ON-OFF @now_text.gsub!(/\\[%]/) { "\100" } #End new command #NEW #Dubealex's Show Monster Name Feature @now_text.gsub!(/\\[Mm]\[([0-9]+)\]/) do $data_enemies[$1.to_i] != nil ? $data_enemies[$1.to_i].name : "" end #End new command #NEW #Dubealex's Show Item Price Feature @now_text.gsub!(/\\[Pp]rice\[([0-9]+)\]/) do $data_items[$1.to_i] != nil ? $data_items[$1.to_i].price : "" end #End new command #NEW #Dubealex's Show Hero Class Name Feature @now_text.gsub!(/\\[Cc]lass\[([0-9]+)\]/) do $data_classes[$data_actors[$1.to_i].class_id] != nil ? $data_classes[$data_actors[$1.to_i].class_id].name : "" end #End new command #NEW #Dubealex's Show Current Map Name Feature @now_text.gsub!(/\\[Mm]ap/) do $game_map.name != nil ? $game_map.name : "" end #End new command #NEW #Dubealex's Choose Name Box Text Color @now_text.gsub!(/\\[Zz]\[([0-9]+)\]/) do $ams.name_box_text_color=$1.to_i @now_text.sub!(/\\[Zz]\[([0-9]+)\]/) { "" } end #End new command name_window_set = false if (/\\[Nn]ame\[(.+?)\]/.match(@now_text)) != nil name_window_set = true name_text = $1 @now_text.sub!(/\\[Nn]ame\[(.*?)\]/) { "" } end if (/\\[Pp]\[([-1,0-9]+)\]/.match(@now_text))!=nil then @popchar = $1.to_i if @popchar == -1 @x = @indent = 48 @y = 4 end @now_text.gsub!(/\\[Pp]\[([-1,0-9]+)\]/) { "" } end @max_choice_x = 0 if @popchar >= 0 @text_save = @now_text.clone @max_x = 0 @max_y = 4 for i in 0..3 line = @now_text.split(/\n/)[3-i] @max_y -= 1 if line == nil and @max_y <= 4-i next if line == nil line.gsub!(/\\\w\[(\w+)\]/) { "" } cx = contents.text_size(line).width @max_x = cx if cx > @max_x if i >= $game_temp.choice_start @max_choice_x = cx if cx > @max_choice_x end end self.width = @max_x + 32 + @face_indent self.height = (@max_y - 1) * 32 + 64 @max_choice_x -= 68 @max_choice_x -= @face_indent*216/128 else @max_x = self.width - 32 - @face_indent for i in 0..3 line = @now_text.split(/\n/)[i] next if line == nil line.gsub!(/\\\w\[(\w+)\]/) { "" } cx = contents.text_size(line).width if i >= $game_temp.choice_start @max_choice_x = cx if cx > @max_choice_x end end @max_choice_x += 8 end @cursor_width = 0 @now_text.gsub!(/\\\\/) { "\000" } @now_text.gsub!(/\\[Cc]\[([0123456789ABCDEF#]+)\]/) { "\001[#{$1}]" } @now_text.gsub!(/\\[Gg]/) { "\002" } @now_text.gsub!(/\\[Ss]\[([0-9]+)\]/) { "\003[#{$1}]" } @now_text.gsub!(/\\[Aa]\[(.*?)\]/) { "\004[#{$1}]" } #NEW #Dubealex's Permanent Color Change @now_text.gsub!(/\\[Cc]olor\[([0-9]+)\]/) do $ams.message_box_text_color= $1.to_i @now_text.sub!(/\\[Cc]\[([0-9]+)\]/) { "" } end #End of new command #NEW #Dubealex's Font Change Feature @now_text.gsub(/\\[Tt]\[(.*?)\]/) do buftxt = $1.to_s $ams.font_type = buftxt @now_text.sub!(/\\[Tt]\[(.*?)\]/) { "" } end #End of new command @now_text.gsub!(/\\[.]/) { "\005" } @now_text.gsub!(/\\[|]/) { "\006" } @now_text.gsub!(/\\[>]/) { "\016" } @now_text.gsub!(/\\[<]/) { "\017" } @now_text.gsub!(/\\[!]/) { "\020" } @now_text.gsub!(/\\[~]/) { "\021" } @now_text.gsub!(/\\[Ee]\[([0-9]+)\]/) { "\022[#{$1}]" } @now_text.gsub!(/\\[Ii]/) { "\023" } @now_text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "\024[#{$1}]" } @now_text.gsub!(/\\[Hh]\[([0-9]+)\]/) { "\025[#{$1}]" } @now_text.gsub!(/\\[Bb]\[([0-9]+)\]/) { "\026[#{$1}]" } @now_text.gsub!(/\\[Rr]\[(.*?)\]/) { "\027[#{$1}]" } reset_window if name_window_set color=$ams.name_box_text_color off_x = $ams.name_box_x_offset off_y = $ams.name_box_y_offset space = 3 x = self.x + off_x - space / 3 y = self.y + off_y - space / 3 w = self.contents.text_size(name_text).width + $ams.name_box_width + space h = $ams.name_box_height + space @name_window_frame = Window_Frame.new(x, y, w, h) @name_window_frame.z = self.z + 1 x = self.x + off_x + 4 y = self.y + off_y @name_window_text = Air_Text.new(x, y, name_text, color) @name_window_text.z = self.z + 2 end end reset_window if $game_temp.choice_max > 0 @item_max = $game_temp.choice_max self.active = true self.index = 0 end if $game_temp.num_input_variable_id > 0 digits_max = $game_temp.num_input_digits_max number = $game_variables[$game_temp.num_input_variable_id] @input_number_window = Window_InputNumber.new(digits_max) @input_number_window.number = number @input_number_window.x = self.x + 8 @input_number_window.y = self.y + $game_temp.num_input_start * 32 end end #-------------------------------------------------------------------------- def update super if @fade_in self.contents_opacity += 24 if @input_number_window != nil @input_number_window.contents_opacity += 24 end if self.contents_opacity == 255 @fade_in = false end return end @now_text = nil if @now_text == "" if @now_text != nil and @mid_stop == false if @write_wait > 0 @write_wait -= 1 return end text_not_skip = LETTER_BY_LETTER_MODE while true @max_x = @x if @max_x < @x @max_y = @y if @max_y < @y if (c = @now_text.slice!(/./m)) != nil if c == "\000" c = "\\" end if c == "\001" @now_text.sub!(/\[([0123456789ABCDEF#]+)\]/, "") temp_color = $1 color = temp_color.to_i leading_x = temp_color.to_s.slice!(/./m) if leading_x == "#" self.contents.font.color = hex_color(temp_color) next end if color >= 0 and color <= 7 self.contents.font.color = text_color(color) end next end if c == "\002" if @gold_window == nil and @popchar <= 0 @gold_window = Window_Gold.new @gold_window.x = 560 - @gold_window.width if $game_temp.in_battle @gold_window.y = 192 else @gold_window.y = self.y >= 128 ? 32 : 384 end @gold_window.opacity = self.opacity @gold_window.back_opacity = self.back_opacity end c = "" end if c == "\003" @now_text.sub!(/\[([0-9]+)\]/, "") speed = $1.to_i if speed >= 0 and speed <= 19 @write_speed = speed end c = "" end if c == "\004" @now_text.sub!(/\[(.*?)\]/, "") buftxt = $1.dup.to_s if buftxt.match(/\//) == nil and buftxt != "" then $soundname_on_speak = "Audio/SE/" + buftxt else $soundname_on_speak = buftxt.dup end c = "" elsif c == "\004" c = "" end if c == "\005" @write_wait += 5 c = "" end if c == "\006" @write_wait += 20 c = "" end if c == "\016" text_not_skip = false c = "" end if c == "\017" text_not_skip = true c = "" end if c == "\020" @mid_stop = true c = "" end if c == "\021" terminate_message return end if c == "\023" @indent = @x c = "" end if c == "\024" @now_text.sub!(/\[([0-9]+)\]/, "") @opacity = $1.to_i color = self.contents.font.color self.contents.font.name = $ams.font_type self.contents.font.size = $ams.font_size self.contents.font.color = Color.new(color.red, color.green, color.blue, color.alpha * @opacity / 255) c = "" end if c == "\025" @now_text.sub!(/\[([0-9]+)\]/, "") self.contents.font.size = [[$1.to_i, 6].max, 32].min c = "" end if c == "\026" @now_text.sub!(/\[([0-9]+)\]/, "") @x += $1.to_i c = "" end if c == "\027" @now_text.sub!(/\[(.*?)\]/, "") @x += ruby_draw_text(self.contents, @x, @y * line_height + (line_height - self.contents.font.size), $1, @opacity) if $soundname_on_speak != "" Audio.se_play($soundname_on_speak) end c = "" end if c == "\030" @now_text.sub!(/\[(.*?)\]/, "") self.contents.blt(@x , @y * line_height + 8, RPG::Cache.icon($1), Rect.new(0, 0, 24, 24)) if $soundname_on_speak != "" Audio.se_play($soundname_on_speak) end @x += 24 c = "" end if c == "\n" @lines += 1 @y += 1 @x = 0 + @indent + @face_indent if @lines >= $game_temp.choice_start @x = 8 + @indent + @face_indent @cursor_width = @max_choice_x end c = "" end if c == "\022" @now_text.sub!(/\[([0-9]+)\]/, "") @x += gaiji_draw(4 + @x, @y * line_height + (line_height - self.contents.font.size), $1.to_i) c = "" end #NEW #Dubealex's Text Skip On/OFF Command if c == "\100" if @alex_skip==false @alex_skip=true else @alex_skip=false end c = "" end #end of new command if c != "" self.contents.draw_text(0+@x, 25 * @y, 40, 32, c) @x += self.contents.text_size(c).width if $soundname_on_speak != "" then Audio.se_play($soundname_on_speak) end end #SKIP_TEXT_CODE # B = Escape, 0 (On The NumPad), X # C = Enter, Space Bar and C # A = Shift, Z if Input.press?(Input::C) # <-- Change the value on that line if @alex_skip==false text_not_skip = false end end else text_not_skip = true break end if text_not_skip break end end @write_wait += @write_speed return end if @input_number_window != nil @input_number_window.update if Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) $game_variables[$game_temp.num_input_variable_id] = @input_number_window.number $game_map.need_refresh = true @input_number_window.dispose @input_number_window = nil terminate_message end return end if @contents_showing if $game_temp.choice_max == 0 self.pause = true end if Input.trigger?(Input::B) if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0 $game_system.se_play($data_system.cancel_se) $game_temp.choice_proc.call($game_temp.choice_cancel_type - 1) terminate_message end end if Input.trigger?(Input::C) if $game_temp.choice_max > 0 $game_system.se_play($data_system.decision_se) $game_temp.choice_proc.call(self.index) end if @mid_stop @mid_stop = false return else terminate_message end end return end if @fade_out == false and $game_temp.message_text != nil @contents_showing = true $game_temp.message_window_showing = true refresh Graphics.frame_reset self.visible = true self.contents_opacity = 0 if @input_number_window != nil @input_number_window.contents_opacity = 0 end @fade_in = true return end if self.visible @fade_out = true self.opacity -= 48 if self.opacity == 0 self.visible = false @fade_out = false $game_temp.message_window_showing = false end return end end #-------------------------------------------------------------------------- def get_character(parameter) case parameter when 0 return $game_player else events = $game_map.events return events == nil ? nil : events[parameter] end end #-------------------------------------------------------------------------- def reset_window #MESSAGE_SIZE #MESSAGE_POSITION if @popchar >= 0 events = $game_map.events if events != nil character = get_character(@popchar) x = [[character.screen_x - $ams.event_message_x_ofset - self.width / 2, 4].max, 636 - self.width].min y = [[character.screen_y - $ams.event_message_y_ofset - self.height, 4].max, 476 - self.height].min self.x = x self.y = y end elsif @popchar == -1 self.x = -4 self.y = -4 self.width = 648 self.height = 488 else if $game_temp.in_battle self.y = 16 else case $game_system.message_position when 0 self.y = $ams.message_y_top when 1 self.y = $ams.message_y_middle when 2 self.y = $ams.message_y_bottom end self.x = $ams.message_x if @face_file == nil self.width = $ams.message_width self.x = $ams.message_x else if self.width <= 600 self.width = 600 self.x -=60 end end self.height = $ams.message_height end end self.contents = Bitmap.new(self.width - 32, self.height - 32) self.contents.font.color = text_color($ams.message_box_text_color) self.contents.font.name = $ams.font_type self.contents.font.size = $ams.font_size if @face_file != nil self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96)) end if @popchar == -1 self.opacity = 255 self.back_opacity = 0 elsif $game_system.message_frame == 0 self.opacity = 255 self.back_opacity = $ams.message_box_opacity else self.opacity = 0 self.back_opacity = $ams.message_box_opacity end end #-------------------------------------------------------------------------- def gaiji_draw(x, y, num) if @gaiji_cache == nil return 0 else if @gaiji_cache.width < num * 24 return 0 end if self.contents.font.size >= 20 and self.contents.font.size <= 24 size = 24 else size = self.contents.font.size * 100 * 24 / 2200 end self.contents.stretch_blt(Rect.new(x, y, size, size), @gaiji_cache, Rect.new(num * 24, 0, 24, 24)) if $soundname_on_speak != "" then Audio.se_play($soundname_on_speak) end return size end end #-------------------------------------------------------------------------- def line_height return 32 if self.contents.font.size >= 20 and self.contents.font.size <= 24 return 32 else return self.contents.font.size * 15 / 10 end end #-------------------------------------------------------------------------- def ruby_draw_text(target, x, y, str,opacity) sizeback = target.font.size target.font.size * 3 / 2 > 32 ? rubysize = 32 - target.font.size : rubysize = target.font.size / 2 rubysize = [rubysize, 6].max opacity = [[opacity, 0].max, 255].min split_s = str.split(/,/) split_s[0] == nil ? split_s[0] = "" : nil split_s[1] == nil ? split_s[1] = "" : nil height = sizeback + rubysize width = target.text_size(split_s[0]).width target.font.size = rubysize ruby_width = target.text_size(split_s[1]).width target.font.size = sizeback buf_width = [target.text_size(split_s[0]).width, ruby_width].max width - ruby_width != 0 ? sub_x = (width - ruby_width) / 2 : sub_x = 0 if opacity == 255 target.font.size = rubysize target.draw_text(x + sub_x, y - target.font.size, target.text_size(split_s[1]).width, target.font.size, split_s[1]) target.font.size = sizeback target.draw_text(x, y, width, target.font.size, split_s[0]) return width else if @opacity_text_buf.width < buf_width or @opacity_text_buf.height < height @opacity_text_buf.dispose @opacity_text_buf = Bitmap.new(buf_width, height) else @opacity_text_buf.clear end @opacity_text_buf.font.size = rubysize @opacity_text_buf.draw_text(0 , 0, buf_width, rubysize, split_s[1], 1) @opacity_text_buf.font.size = sizeback @opacity_text_buf.draw_text(0 , rubysize, buf_width, sizeback, split_s[0], 1) if sub_x >= 0 target.blt(x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity) else target.blt(x + sub_x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity) end return width end end #-------------------------------------------------------------------------- def convart_value(option, index) option == nil ? option = "" : nil option.downcase! case option when "i" unless $data_items[index].name == nil r = sprintf("\030[%s]%s", $data_items[index].icon_name, $data_items[index].name) end when "w" unless $data_weapons[index].name == nil r = sprintf("\030[%s]%s", $data_weapons[index].icon_name, $data_weapons[index].name) end when "a" unless $data_armors[index].name == nil r = sprintf("\030[%s]%s", $data_armors[index].icon_name, $data_armors[index].name) end when "s" unless $data_skills[index].name == nil r = sprintf("\030[%s]%s", $data_skills[index].icon_name, $data_skills[index].name) end else r = $game_variables[index] end r == nil ? r = "" : nil return r end #-------------------------------------------------------------------------- def dispose terminate_message if @gaiji_cache != nil unless @gaiji_cache.disposed? @gaiji_cache.dispose end end unless @opacity_text_buf.disposed? @opacity_text_buf.dispose end $game_temp.message_window_showing = false if @input_number_window != nil @input_number_window.dispose end super end #-------------------------------------------------------------------------- def update_cursor_rect if @index >= 0 n = $game_temp.choice_start + @index self.cursor_rect.set(4 + @indent + @face_indent, n * 25, @cursor_width, 32) else self.cursor_rect.empty end end end #========================================= # ² CLASS Window_Message Ends #========================================= #========================================= # ¼ Class Window_Frame Begins #========================================= class Window_Frame < Window_Base def initialize(x, y, width, height) super(x, y, width, height) self.windowskin = RPG::Cache.windowskin($ams.name_box_skin) self.contents = nil end #-------------------------------------------------------------------------- def dispose super end end #========================================= # ² CLASS Window_Frame Ends #========================================= #========================================= # ¼ CLASS Game_Map Additional Code Begins #========================================= class Game_Map #Dubealex's Addition (from XRXS) to show Map Name on screen def name $map_infos[@map_id] end end #========================================= # ² CLASS Game_Map Additional Code Ends #========================================= #========================================= # ¼ CLASS Scene_Title Additional Code Begins #========================================= class Scene_Title #Dubealex's Addition (from XRXS) to show Map Name on screen $map_infos = load_data("Data/MapInfos.rxdata") for key in $map_infos.keys $map_infos[key] = $map_infos[key].name end #Dubealex's addition to save data from the AMS in the save files $ams = AMS.new end #========================================= # ² CLASS Scene_Title Additional Code Ends #========================================= #========================================= # ¼ CLASS Window_Base Additional Code Begins #========================================= class Window_Base < Window #Dubealex Addition (from Phylomorphis) to use HTML Hex Code Colors def hex_color(string) red = 0 green = 0 blue = 0 if string.size != 6 print("Hex strings must be six characters long.") print("White text will be used.") return Color.new(255, 255, 255, 255) end for i in 1..6 s = string.slice!(/./m) if s == "#" print("Hex color string may not contain the \"#\" character.") print("White text will be used.") return Color.new(255, 255, 255, 255) end value = hex_convert(s) if value == -1 print("Error converting hex value.") print("White text will be used.") return Color.new(255, 255, 255, 255) end case i when 1 red += value * 16 when 2 red += value when 3 green += value * 16 when 4 green += value when 5 blue += value * 16 when 6 blue += value end end return Color.new(red, green, blue, 255) end #-------------------------------------------------------------------------- def hex_convert(character) case character when "0" return 0 when "1" return 1 when "2" return 2 when "3" return 3 when "4" return 4 when "5" return 5 when "6" return 6 when "7" return 7 when "8" return 8 when "9" return 9 when "A" return 10 when "B" return 11 when "C" return 12 when "D" return 13 when "E" return 14 when "F" return 15 end return -1 end end #========================================= # ² CLASS Window_Base Additional Code Ends #========================================= #========================================= # ¼ Class Air_Text Begins #========================================= class Air_Text < Window_Base def initialize(x, y, designate_text, color=0) super(x-16, y-16, 32 + designate_text.size * 12, 56) self.opacity = 0 self.back_opacity = 0 self.contents = Bitmap.new(self.width - 32, self.height - 32) w = self.contents.width h = self.contents.height self.contents.font.name = $ams.name_font_type self.contents.font.size = $ams.name_font_size self.contents.font.color = text_color(color) self.contents.draw_text(0, 0, w, h, designate_text) end #-------------------------------------------------------------------------- def dispose self.contents.clear super end end #========================================== # ² CLASS Air_Text Ends #========================================== #=================================================== # ¼ CLASS Scene_Save Additional Code Begins #=================================================== class Scene_Save < Scene_File alias ams_original_write_save_data write_save_data def write_save_data(file) ams_original_write_save_data(file) Marshal.dump($ams, file) end end #=================================================== # ² CLASS Scene_Save Additional Code Ends #=================================================== #=================================================== # ¼ CLASS Scene_Load Additional Code Begins #=================================================== class Scene_Load < Scene_File alias ams_original_read_save_data read_save_data def read_save_data(file) ams_original_read_save_data(file) $ams = Marshal.load(file) end end #=================================================== # ² CLASS Scene_Load Additional Code Ends #=================================================== |
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color1.blue) * (i - x) / (width - 1) alpha = color1.alpha + (color2.alpha - color1.alpha) * (i - x) / (width - 1) color = Color.new(red, green, blue, alpha) fill_rect(i, y, 1, height, color) end elsif align == 1 for i in y...y + height red = color1.red + (color2.red - color1.red) * (i - y) / (height - 1) green = color1.green + (color2.green - color1.green) * (i - y) / (height - 1) blue = color1.blue + (color2.blue - color1.blue) * (i - y) / (height - 1) alpha = color1.alpha + (color2.alpha - color1.alpha) * (i - y) / (height - 1) color = Color.new(red, green, blue, alpha) fill_rect(x, i, width, 1, color) end elsif align == 2 for i in x...x + width for j in y...y + height red = color1.red + (color2.red - color1.red) * ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 green = color1.green + (color2.green - color1.green) * ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 blue = color1.blue + (color2.blue - color1.blue) * ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 alpha = color1.alpha + (color2.alpha - color1.alpha) * ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 color = Color.new(red, green, blue, alpha) set_pixel(i, j, color) end end elsif align == 3 for i in x...x + width for j in y...y + height red = color1.red + (color2.red - color1.red) * ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 green = color1.green + (color2.green - color1.green) * ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 blue = color1.blue + (color2.blue - color1.blue) * ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 alpha = color1.alpha + (color2.alpha - color1.alpha) * ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 color = Color.new(red, green, blue, alpha) set_pixel(i, j, color) end end end end end module RPG class Sprite < ::Sprite def damage(value, critical) dispose_damage if value.is_a?(Numeric) damage_string = value.abs.to_s else damage_string = value.to_s end bitmap = Bitmap.new(160, 48) bitmap.font.name = "Arial Black" bitmap.font.size = 32 bitmap.font.color.set(0, 0, 0) bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1) bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1) bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1) bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1) if value.is_a?(Numeric) and value < 0 bitmap.font.color.set(176, 255, 144) else bitmap.font.color.set(255, 255, 255) end bitmap.draw_text(0, 12, 160, 36, damage_string, 1) if critical bitmap.font.size = 20 bitmap.font.color.set(0, 0, 0) bitmap.draw_text(-1, -1, 160, 20, "CRITICAL", 1) bitmap.draw_text(+1, -1, 160, 20, "CRITICAL", 1) bitmap.draw_text(-1, +1, 160, 20, "CRITICAL", 1) bitmap.draw_text(+1, +1, 160, 20, "CRITICAL", 1) bitmap.font.color.set(255, 255, 255) bitmap.draw_text(0, 0, 160, 20, "CRITICAL", 1) end @_damage_sprite = ::Sprite.new @_damage_sprite.bitmap = bitmap @_damage_sprite.ox = 80 + self.viewport.ox @_damage_sprite.oy = 20 + self.viewport.oy @_damage_sprite.x = self.x + self.viewport.rect.x @_damage_sprite.y = self.y - self.oy / 2 + self.viewport.rect.y @_damage_sprite.z = 3000 @_damage_duration = 40 end def animation(animation, hit) dispose_animation @_animation = animation return if @_animation == nil @_animation_hit = hit @_animation_duration = @_animation.frame_max animation_name = @_animation.animation_name animation_hue = @_animation.animation_hue bitmap = RPG::Cache.animation(animation_name, animation_hue) if @@_reference_count.include?(bitmap) @@_reference_count[bitmap] += 1 else @@_reference_count[bitmap] = 1 end @_animation_sprites = [] if @_animation.position != 3 or not @@_animations.include?(animation) for i in 0..15 sprite = ::Sprite.new sprite.bitmap = bitmap sprite.visible = false @_animation_sprites.push(sprite) end unless @@_animations.include?(animation) @@_animations.push(animation) end end update_animation end def loop_animation(animation) return if animation == @_loop_animation dispose_loop_animation @_loop_animation = animation return if @_loop_animation == nil @_loop_animation_index = 0 animation_name = @_loop_animation.animation_name animation_hue = @_loop_animation.animation_hue bitmap = RPG::Cache.animation(animation_name, animation_hue) if @@_reference_count.include?(bitmap) @@_reference_count[bitmap] += 1 else @@_reference_count[bitmap] = 1 end @_loop_animation_sprites = [] for i in 0..15 sprite = ::Sprite.new sprite.bitmap = bitmap sprite.visible = false @_loop_animation_sprites.push(sprite) end update_loop_animation end def animation_set_sprites(sprites, cell_data, position) for i in 0..15 sprite = sprites[i] pattern = cell_data[i, 0] if sprite == nil or pattern == nil or pattern == -1 sprite.visible = false if sprite != nil next end sprite.visible = true sprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192) if position == 3 if self.viewport != nil sprite.x = self.viewport.rect.width / 2 sprite.y = self.viewport.rect.height - 160 else sprite.x = 320 sprite.y = 240 end else sprite.x = self.x + self.viewport.rect.x - self.ox + self.src_rect.width / 2 sprite.y = self.y + self.viewport.rect.y - self.oy + self.src_rect.height / 2 sprite.y -= self.src_rect.height / 4 if position == 0 sprite.y += self.src_rect.height / 4 if position == 2 end sprite.x += cell_data[i, 1] sprite.y += cell_data[i, 2] sprite.z = 2000 sprite.ox = 96 sprite.oy = 96 sprite.zoom_x = cell_data[i, 3] / 100.0 sprite.zoom_y = cell_data[i, 3] / 100.0 sprite.angle = cell_data[i, 4] sprite.mirror = (cell_data[i, 5] == 1) sprite.opacity = cell_data[i, 6] * self.opacity / 255.0 sprite.blend_type = cell_data[i, 7] end end end end class Game_Actor < Game_Battler def screen_x if self.index != nil n_split = [($game_party.actors.length * 0.5).ceil, 4].min case n_split when 1 n_index = self.index * 2 when 2 if self.index < ($game_party.actors.length - 2) n_index = 0.5 + (2 * self.index) else if $game_party.actors.length == 3 then n_index = (self.index * 2) + 2 elsif $game_party.actors.length == 4 then n_index = self.index * 2 end end when 3 n_index = self.index + (0.25 * (self.index + 1)) if $game_party.actors.length == 5 if self.index < 2 n_index = self.index + (0.25 * (self.index + 1)) else n_index = self.index + (0.25 * (self.index + 2)) + 1 end end when 4 n_index = self.index if $game_party.actors.length == 7 if self.index < 3 n_index = self.index else n_index = self.index + 1 end end end return (n_index - ((n_index / 4).floor) * 4) * ((160 / (4)) / 5) + 480 + ((n_index / 4).floor * 60) else return 0 end end #-------------------------------------------------------------------------- # ? ????? Y ????? #-------------------------------------------------------------------------- def screen_y n_split = [($game_party.actors.length * 0.5).ceil, 4].min case n_split when 1 n_index = self.index * 2 when 2 if self.index < ($game_party.actors.length - 2) n_index = 0.5 + (2 * self.index) else if $game_party.actors.length == 3 then n_index = (self.index * 2) + 2 elsif $game_party.actors.length == 4 then n_index = self.index * 2 end end when 3 n_index = self.index + (0.25 * (self.index + 1)) if $game_party.actors.length == 5 if self.index < 2 n_index = self.index + (0.25 * (self.index + 1)) else n_index = self.index + (0.25 * (self.index + 2)) + 1 end end when 4 n_index = self.index if $game_party.actors.length == 7 if self.index < 3 n_index = self.index else n_index = self.index + 1 end end end return (n_index - ((n_index / 4).floor) * 4) * ((160 / (4)) * 1.6) + 270 - ((n_index / 4).floor * (110 - (4 * 20))) end #-------------------------------------------------------------------------- # ? ????? Z ????? #-------------------------------------------------------------------------- def screen_z # ??????????? Z ????????? if self.index != nil return self.index else return 0 end end end class Game_Enemy < Game_Battler def screen_x n_split = [($game_troop.enemies.length * 0.5).ceil, 4].min case n_split when 1 n_index = self.index * 2 when 2 if self.index < ($game_troop.enemies.length - 2) n_index = 0.5 + (2 * self.index) else if $game_troop.enemies.length == 3 then n_index = (self.index * 2) + 2 elsif $game_troop.enemies.length == 4 then n_index = self.index * 2 end end when 3 n_index = self.index + (0.25 * (self.index + 1)) if $game_troop.enemies.length == 5 if self.index < 2 n_index = self.index + (0.25 * (self.index + 1)) else n_index = self.index + (0.25 * (self.index + 2)) + 2 end end when 4 n_index = self.index if $game_troop.enemies.length == 7 if self.index < 3 n_index = self.index else n_index = self.index + 1 end end end return (n_index - ((n_index / 4).floor) * 4) * ((-160 / (4)) / 5) + 160 - ((n_index / 4).floor * 60) end #-------------------------------------------------------------------------- # ? ????? Y ????? #-------------------------------------------------------------------------- def screen_y n_split = [($game_troop.enemies.length * 0.5).ceil, 4].min case n_split when 1 n_index = self.index * 2 when 2 if self.index < ($game_troop.enemies.length - 2) n_index = 0.5 + (2 * self.index) else if $game_troop.enemies.length == 3 then n_index = (self.index * 2) + 2 elsif $game_troop.enemies.length == 4 then n_index = self.index * 2 end end when 3 n_index = self.index + (0.25 * (self.index + 1)) if $game_troop.enemies.length == 5 if self.index < 2 n_index = self.index + (0.25 * (self.index + 1)) else n_index = self.index + (0.25 * (self.index + 2)) + 1 end end when 4 n_index = self.index if $game_troop.enemies.length == 7 if self.index < 3 n_index = self.index else n_index = self.index + 1 end end end return (n_index - ((n_index / 4).floor) * 4) * ((160 / (4)) * 1.6) + 270 - ((n_index / 4).floor * (110 - (4 * 20))) end #-------------------------------------------------------------------------- # ? ????? Z ????? #-------------------------------------------------------------------------- def screen_z return @member_index + 1 end end #============================================================================== # ¦ Sprite_Battler #------------------------------------------------------------------------------ # ????????????????Game_Battler ??????????????? # ???????????????????? #============================================================================== class Sprite_Battler < RPG::Sprite #-------------------------------------------------------------------------- # ? ?????????? #-------------------------------------------------------------------------- attr_accessor :battler # ???? attr_accessor :moving # Is the sprite moving? attr_reader :index attr_accessor :target_index attr_accessor :direction attr_accessor :pattern #-------------------------------------------------------------------------- # ? ????????? # viewport : ?????? # battler : ???? (Game_Battler) #-------------------------------------------------------------------------- def initialize(viewport, battler = nil) super(viewport) change @old = Graphics.frame_count # For the delay method @goingup = true # Increasing animation? (if @rm2k_mode is true) @once = false # Is the animation only played once? @animated = true # Used to stop animation when @once is true self.opacity = 0 @index = 0 @pattern_b = 0 @counter_b = 0 @trans_sprite = Sprite.new @trans_sprite.opacity = 0 @bar_hp_sprite = Sprite.new @bar_hp_sprite.bitmap = Bitmap.new(64, 10) @bar_sp_sprite = Sprite.new @bar_sp_sprite.bitmap = Bitmap.new(64, 10) @color1 = Color.new(0, 0, 0, 192) @color2 = Color.new(255, 255, 192, 192) @color3 = Color.new(0, 0, 0, 192) @color4 = Color.new(64, 0, 0, 192) @old_hp = -1 @old_sp = -1 @battler = battler @battler_visible = false @first = true @pattern = 0 if $target_index == nil $target_index = 0 end @battler.is_a?(Game_Enemy) ? enemy_pose(0, 1) : pose(0, 1) end #-------------------------------------------------------------------------- # ? ?? #-------------------------------------------------------------------------- def dispose if self.bitmap != nil self.bitmap.dispose end if @trans_sprite.bitmap != nil @trans_sprite.bitmap.dispose end @trans_sprite.dispose @bar_hp_sprite.bitmap.dispose @bar_hp_sprite.dispose @bar_sp_sprite.bitmap.dispose @bar_sp_sprite.dispose super end def change(frames = 0, delay = 0, offx = 0, offy = 0, startf = 0, once = false) @frames = frames @delay = delay @offset_x, @offset_y = offx, offy @current_frame = startf @once = once @goingup = true @animated = true end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def update bar_check = true if @_damage_duration == 1 super @trans_sprite.blend_type = self.blend_type @trans_sprite.color = self.color if @_collapse_duration > 0 @trans_sprite.opacity = self.opacity else @trans_sprite.opacity = [self.opacity, 160].min end if (@_damage_duration == 0 and bar_check == true) or @first == true @first = false if @first == true bar_check = false @bar_must_change = true end @bar_hp_sprite.opacity = self.opacity @bar_sp_sprite.opacity = self.opacity # ????? nil ??? if @battler == nil self.bitmap = nil @trans_sprite.bitmap = nil loop_animation(nil) return end # ???????????????????? if @battler.battler_name != @battler_name or @battler.battler_hue != @battler_hue # ???????????? @battler_name = @battler.battler_name @battler_hue = @battler.battler_hue if @battler.is_a?(Game_Actor) @battler_name = @battler.character_name @battler_hue = @battler.character_hue @direction = 4 else @direction = 6 end self.bitmap = RPG::Cache.character(@battler_name, @battler_hue) @width = bitmap.width / 4 @height = bitmap.height / 4 @frame_width = @width @frame_height = @height self.ox = @width / 2 self.oy = @height @pattern = @current_frame @direction = @offset_y sx = @pattern * @width sy = (@direction - 2) / 2 * @height self.src_rect.set(sx, sy, @width, @height) @current_frame = (@current_frame + 1) unless @frames == 0 @animated = false if @current_frame == @frames and @once @current_frame %= @frames @trans_sprite.bitmap = self.bitmap @trans_sprite.ox = self.ox @trans_sprite.oy = self.oy @trans_sprite.src_rect.set(sx, sy, @width, @height) # ?????????????????? 0 ??? if @battler.dead? or @battler.hidden self.opacity = 0 @trans_sprite.opacity = 0 @bar_hp_sprite.opacity = 0 @bar_sp_sprite.opacity = 0 end self.x = @battler.screen_x self.y = @battler.screen_y self.z = @battler.screen_z end change_sp_bar if @old_sp != @battler.sp if delay(@delay) and @animated @pattern = @current_frame @direction = @offset_y sx = @pattern * @width sy = (@direction - 2) / 2 * @height self.src_rect.set(sx, sy, @width, @height) @current_frame = (@current_frame + 1) unless @frames == 0 @animated = false if @current_frame == @frames and @once @current_frame %= @frames @trans_sprite.ox = self.ox @trans_sprite.oy = self.oy @trans_sprite.src_rect.set(sx, sy, @width, @height) end # ??????? ID ???????????? if @battler.damage == nil and @battler.state_animation_id != @state_animation_id @state_animation_id = @battler.state_animation_id loop_animation($data_animations[@state_animation_id]) end # ?????????????? #if @battler.is_a?(Game_Actor) and @battler_visible # ??????????????????????? #if $game_temp.battle_main_phase #self.opacity += 3 if self.opacity < 255 #else #self.opacity -= 3 if self.opacity > 207 #end #end # ?? if @battler.blink blink_on else blink_off end # ?????? unless @battler_visible # ?? if not @battler.hidden and not @battler.dead? and (@battler.damage == nil or @battler.damage_pop) appear @battler_visible = true end end # ????? if @battler_visible # ?? if @battler.hidden $game_system.se_play($data_system.escape_se) escape @trans_sprite.opacity = 0 @battler_visible = false end # ?????? if @battler.white_flash whiten @battler.white_flash = false end # ??????? if @battler.animation_id != 0 animation = $data_animations[@battler.animation_id] animation(animation, @battler.animation_hit) @battler.animation_id = 0 end # ???? if @battler.damage_pop damage(@battler.damage, @battler.critical) @battler.damage = nil @battler.critical = false @battler.damage_pop = false end if @bar_must_change == true @bar_must_change = false if @old_hp != @battler.hp change_hp_bar end if @battler.damage == nil and @battler.dead? if @battler.is_a?(Game_Enemy) $game_system.se_play($data_system.enemy_collapse_se) else $game_system.se_play($data_system.actor_collapse_se) end collapse @battler_visible = false end end end # ??????????? @trans_sprite.x = self.x @trans_sprite.y = self.y @trans_sprite.z = self.z @bar_hp_sprite.x = @battler.screen_x - 32 @bar_hp_sprite.y = @battler.screen_y - (@height +18) if @height != nil @bar_hp_sprite.z = 100 @bar_sp_sprite.x = @battler.screen_x - 32 @bar_sp_sprite.y = @battler.screen_y - (@height + 8) if @height != nil @bar_sp_sprite.z = 100 end #-------------------------------------------------------------------------- # - Move the sprite # x : X coordinate of the destination point # y : Y coordinate of the destination point # speed : Speed of movement (0 = delayed, 1+ = faster) # delay : Movement delay if speed is at 0 #-------------------------------------------------------------------------- def move(x, y, speed = 1, delay = 0) @destx = x @desty = y @move_speed = speed @move_delay = delay @move_old = Graphics.frame_count @moving = true end #-------------------------------------------------------------------------- # - Move sprite to destx and desty #-------------------------------------------------------------------------- def update_move return unless @moving movinc = @move_speed == 0 ? 1 : @move_speed if Graphics.frame_count - @move_old > @move_delay or @move_speed != 0 self.x += movinc if self.x < @destx self.x -= movinc if self.x > @destx self.y += movinc if self.y < @desty self.y -= movinc if self.y > @desty @move_old = Graphics.frame_count end if @move_speed > 1 # Check if sprite can't reach that point self.x = @destx if (@destx - self.x).abs % @move_speed != 0 and (@destx - self.x).abs <= @move_speed self.y = @desty if (@desty - self.y).abs % @move_speed != 0 and (@desty - self.y).abs <= @move_speed end if self.x == @destx and self.y == @desty @moving = false end end #-------------------------------------------------------------------------- # - Pause animation, but still updates movement # frames : Number of frames #-------------------------------------------------------------------------- def delay(frames) update_move if (Graphics.frame_count - @old >= frames) @old = Graphics.frame_count return true end return false end def change_hp_bar j = false @old_hp = @battler.hp if @old_hp == -1 i = @old_hp loop do i -= 10 if i < @battler.hp i = @battler.hp j = true end rate = i.to_f / @battler.maxhp @color5 = Color.new(80 - 24 * rate, 80 * rate, 14 * rate, 192) @color6 = Color.new(240 - 72 * rate, 240 * rate, 62 * rate, 192) @bar_hp_sprite.bitmap.clear @bar_hp_sprite.bitmap.fill_rect(0, 0, 64, 10, @color1) @bar_hp_sprite.bitmap.fill_rect(1, 1, 62, 8, @color2) @bar_hp_sprite.bitmap.gradation_rect(2, 2, 60, 6, @color3, @color4, 1) #@bar_hp_sprite.bitmap.fill_rect(2, 2, 60, 6, @color3) @bar_hp_sprite.bitmap.gradation_rect(2, 2, 64 * rate - 4, 6, @color5, @color6, 2) #@bar_hp_sprite.bitmap.fill_rect(2, 2, 64 * rate - 4, 6, @color5) @bar_hp_sprite.opacity = self.opacity Graphics.update if j == true j = false break end end @old_hp = @battler.hp end def change_sp_bar j = false @old_sp = @battler.sp if @old_sp == -1 i = @old_sp loop do i -= 10 if i < @battler.sp i = @battler.sp j = true end rate = i.to_f / @battler.maxsp @color7 = Color.new(14 * rate, 80 - 24 * rate, 80 * rate, 192) @color8 = Color.new(62 * rate, 240 - 72 * rate, 240 * rate, 192) @bar_sp_sprite.bitmap.clear @bar_sp_sprite.bitmap.fill_rect(0, 0, 64, 10, @color1) @bar_sp_sprite.bitmap.fill_rect(1, 1, 62, 8, @color2) @bar_sp_sprite.bitmap.gradation_rect(2, 2, 60, 6, @color3, @color4, 1) #@bar_hp_sprite.bitmap.fill_rect(2, 2, 60, 6, @color3) @bar_sp_sprite.bitmap.gradation_rect(2, 2, 64 * rate - 4, 6, @color7, @color8, 0) #@bar_hp_sprite.bitmap.fill_rect(2, 2, 64 * rate - 4, 6, @color5) @bar_sp_sprite.opacity = self.opacity Graphics.update if j == true j = false break end end @old_sp = @battler.sp end def enemy # $target_index += $game_troop.enemies.size $target_index %= $game_troop.enemies.size return $game_troop.enemies[$target_index] # end # def actor # $target_index += $game_party.actors.size $target_index %= $game_party.actors.size return $game_party.actors[$target_index] # end def index=(index) @index = index update end def pose(number, frames = 4) case number when 0 change(frames, 4, 0, 4, 0) when 1 change(frames, 4, 0, 4) when 2 change(frames, 4, 0, 6) else change(frames, 4, 0, 0, 0) end end def enemy_pose(number ,enemy_frames = 4) case number when 0 change(enemy_frames, 4, 0, 6, 0) when 1 change(enemy_frames, 4, 0, 4) when 2 change(enemy_frames, 4, 0, 6) else change(enemy_frames, 4, 0, 0, 0) end end def default_pose pose(0, 1) end end #============================================================================== # ¦ Spriteset_Battle #------------------------------------------------------------------------------ # ???????????????????????????? Scene_Battle ?? # ???????????? #============================================================================== class Spriteset_Battle #-------------------------------------------------------------------------- # ? ?????????? #-------------------------------------------------------------------------- attr_reader :viewport1 # ???????????? attr_reader :viewport2 # ???????????? attr_accessor :actor_sprites attr_accessor :enemy_sprites #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- def initialize # ????????? @viewport1 = Viewport.new(0, 0, 640, 480) @viewport2 = Viewport.new(0, 0, 640, 480) @viewport3 = Viewport.new(0, 0, 640, 480) @viewport4 = Viewport.new(0, 0, 640, 480) @viewport2.z = 101 @viewport3.z = 200 @viewport4.z = 5000 if $game_temp.battleback_name == "" @battleback_sprite = nil @tilemap = Tilemap.new(@viewport1) @tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name) for i in 0..6 autotile_name = $game_map.autotile_names[i] |
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@tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name) end @tilemap.map_data = $game_map.data @tilemap.priorities = $game_map.priorities else # ?????????????? @tilemap = nil @battleback_sprite = Sprite.new(@viewport1) end # ???????????? @enemy_sprites = [] for enemy in $game_troop.enemies#.reverse @enemy_sprites.push(Sprite_Battler.new(@viewport1, enemy)) end # ???????????? @actor_sprites = [] for j in 0..7 # ƒAƒNƒ^[ƒXƒvƒ‰ƒCƒg‚ð’ljÁ @actor_sprites.push(Sprite_Battler.new(@viewport1, $game_party.actors[j])) end # ????? @weather = RPG::Weather.new(@viewport1) # ???????????? @picture_sprites = [] for i in 51..100 @picture_sprites.push(Sprite_Picture.new(@viewport3, $game_screen.pictures[i])) end # ???????????? @timer_sprite = Sprite_Timer.new # ?????? update end #-------------------------------------------------------------------------- # ? ?? #-------------------------------------------------------------------------- def dispose if @tilemap != nil # ????????? @tilemap.tileset.dispose for i in 0..6 @tilemap.autotiles[i].dispose end @tilemap.dispose end # ?????????????? if @battleback_sprite != nil # ?????????????????????? if @battleback_sprite.bitmap != nil @battleback_sprite.bitmap.dispose end @battleback_sprite.dispose end # ?????????????????????? for sprite in @enemy_sprites + @actor_sprites sprite.dispose end # ????? @weather.dispose # ???????????? for sprite in @picture_sprites sprite.dispose end # ???????????? @timer_sprite.dispose # ????????? @viewport1.dispose @viewport2.dispose @viewport3.dispose @viewport4.dispose end #-------------------------------------------------------------------------- # ? ?????????? #-------------------------------------------------------------------------- def effect? # ??????????????? true ??? for sprite in @enemy_sprites + @actor_sprites return true if sprite.effect? end return false end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def update # ??????????????????????? if @battleback_sprite != nil if @battleback_name != $game_temp.battleback_name @battleback_name = $game_temp.battleback_name if @battleback_sprite.bitmap != nil @battleback_sprite.bitmap.dispose end bg_bitmap = RPG::Cache.battleback(@battleback_name) bg_bitmap_stretch = Bitmap.new(640, 480) bg_bitmap_stretch.stretch_blt(Rect.new(0, 0, 640, 480), bg_bitmap, bg_bitmap.rect) @battleback_sprite.bitmap = bg_bitmap_stretch end end if @tilemap != nil @tilemap.ox = $game_map.display_x / 4 @tilemap.oy = $game_map.display_y / 4 @tilemap.update end # ???????????? for sprite in @enemy_sprites + @actor_sprites sprite.update end # ??????????? @weather.type = $game_screen.weather_type @weather.max = $game_screen.weather_max @weather.update # ???????????? for sprite in @picture_sprites sprite.update end # ???????????? @timer_sprite.update # ??????????????? @viewport1.tone = $game_screen.tone @viewport1.ox = $game_screen.shake # ???????????? @viewport4.color = $game_screen.flash_color # ????????? @viewport1.update @viewport2.update @viewport4.update end end #============================================================================== # ¦ Window_Command #------------------------------------------------------------------------------ # ????????????????????? #============================================================================== class Window_Command < Window_Selectable #-------------------------------------------------------------------------- # ? ????????? # width : ??????? # commands : ?????????? #-------------------------------------------------------------------------- def initialize(width, commands, column_max = 1, style = 0, inf_scroll = 1) # ???????????????????? super(0, 0, width, (commands.size * 1.0 / column_max).ceil * 32 + 32) @inf_scroll = inf_scroll @item_max = commands.size @commands = commands @column_max = column_max @style = style self.contents = Bitmap.new(width - 32, (@item_max * 1.0 / @column_max).ceil * 32) self.contents.font.name = "Tahoma" self.contents.font.size = 22 refresh self.index = 0 end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def refresh self.contents.clear for i in 0...@item_max draw_item(i, normal_color) end end #-------------------------------------------------------------------------- # ? ????? # index : ???? # color : ??? #-------------------------------------------------------------------------- def draw_item(index, color) self.contents.font.color = color rect = Rect.new(index%@column_max * (self.width / @column_max) + 4, 32 * (index/@column_max), self.width / @column_max - 40, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) self.contents.draw_text(rect, @commands[index], @style) end #-------------------------------------------------------------------------- # ? ?????? # index : ???? #-------------------------------------------------------------------------- def disable_item(index) draw_item(index, disabled_color) end def update_help @help_window.set_actor($game_party.actors[$scene.actor_index]) end end #============================================================================== # ¦ Arrow_Enemy #------------------------------------------------------------------------------ # ????????????????????????????? Arrow_Base ?? # ???????? #============================================================================== class Arrow_Enemy < Arrow_Base #-------------------------------------------------------------------------- # ? ????????????????? #-------------------------------------------------------------------------- def enemy return $game_troop.enemies[@index] end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def update super # ??????????????????? $game_troop.enemies.size.times do break if self.enemy.exist? @index += 1 @index %= $game_troop.enemies.size end # ????? if Input.repeat?(Input::DOWN) $game_system.se_play($data_system.cursor_se) $game_troop.enemies.size.times do @index += 1 @index %= $game_troop.enemies.size break if self.enemy.exist? end end # ????? if Input.repeat?(Input::UP) $game_system.se_play($data_system.cursor_se) $game_troop.enemies.size.times do @index += $game_troop.enemies.size - 1 @index %= $game_troop.enemies.size break if self.enemy.exist? end end if Input.repeat?(Input::RIGHT) $game_system.se_play($data_system.cursor_se) $game_troop.enemies.size.times do @index += ((($game_troop.enemies.length) * 0.5).ceil) @index %= $game_troop.enemies.size break if self.enemy.exist? end end if Input.repeat?(Input::LEFT) $game_system.se_play($data_system.cursor_se) $game_troop.enemies.size.times do @index += $game_troop.enemies.size - ((($game_troop.enemies.length) * 0.5).ceil) @index %= $game_troop.enemies.size break if self.enemy.exist? end end # ??????????? if self.enemy != nil self.x = self.enemy.screen_x + 4 self.y = self.enemy.screen_y + 36 self.z = self.enemy.screen_z + 1 end end #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- def update_help # ???????????????????????? @help_window.set_enemy(self.enemy) end end #============================================================================== # ¦ Arrow_Actor #------------------------------------------------------------------------------ # ????????????????????????????? Arrow_Base ?? # ???????? #============================================================================== class Arrow_Actor < Arrow_Base #-------------------------------------------------------------------------- # ? ????????????????? #-------------------------------------------------------------------------- def actor return $game_party.actors[@index] end #-------------------------------------------------------------------------- # ? ?????? #-------------------------------------------------------------------------- def update super # ????? if Input.repeat?(Input::DOWN) $game_system.se_play($data_system.cursor_se) @index += 1 @index %= $game_party.actors.size end # ????? if Input.repeat?(Input::UP) $game_system.se_play($data_system.cursor_se) @index += $game_party.actors.size - 1 @index %= $game_party.actors.size end if Input.repeat?(Input::RIGHT) $game_system.se_play($data_system.cursor_se) @index += ($game_party.actors.length * 0.5).ceil @index %= $game_party.actors.size end # ????? if Input.repeat?(Input::LEFT) $game_system.se_play($data_system.cursor_se) @index += $game_party.actors.size - (($game_party.actors.length * 0.5).ceil) @index %= $game_party.actors.size end # ??????????? if self.actor != nil self.x = self.actor.screen_x self.y = self.actor.screen_y + 36 self.z = self.actor.screen_z + 1 end end #-------------------------------------------------------------------------- # ? ????????? #-------------------------------------------------------------------------- def update_help # ?????????????????????? @help_window.set_actor(self.actor) end end class Scene_Battle attr_accessor :actor_index def main # ??????????????? $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 # ?????????????????? $game_system.battle_interpreter.setup(nil, 0) # ??????? @troop_id = $game_temp.battle_troop_id $game_troop.setup(@troop_id) # ???????????????? 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(640, [s1, s2, s3, s4], 4) @actor_command_window.y = 64 @actor_command_window.back_opacity = 160 @actor_command_window.active = false @actor_command_window.visible = false # ???????????? @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 # ??????????? @spriteset = Spriteset_Battle.new # ???????????? @wait_count = 0 # ????????? if $data_system.battle_transition == "" Graphics.transition(20) else Graphics.transition(40, "Graphics/Transitions/" + $data_system.battle_transition) end # ??????????? start_phase1 # ?????? loop do # ???????? Graphics.update # ??????? Input.update # ?????? update # ???????????????? if $scene != self break end end # ?????????? $game_map.refresh # ????????? Graphics.freeze # ???????? @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 # ??????????? @spriteset.dispose # ??????????????? if $scene.is_a?(Scene_Title) # ?????????? Graphics.transition Graphics.freeze end # ??????????????????????????? if $BTEST and not $scene.is_a?(Scene_Gameover) $scene = nil end end def update # ????????????? if $game_system.battle_interpreter.running? # ????????? $game_system.battle_interpreter.update # ????????????????????????? if $game_temp.forcing_battler == nil # ????????????????? unless $game_system.battle_interpreter.running? # ?????????????????????????? unless judge setup_battle_event end end # ???????????????? if @phase != 5 # ????????????????? #@status_window.refresh end end end # ???? (????)?????? $game_system.update $game_screen.update # ????? 0 ?????? if $game_system.timer_working and $game_system.timer == 0 # ????? $game_temp.battle_abort = true end # ???????? @help_window.update @party_command_window.update @actor_command_window.update #@status_window.update @message_window.update # ??????????? @spriteset.update # ????????????? if $game_temp.transition_processing # ????????????????? $game_temp.transition_processing = false # ????????? if $game_temp.transition_name == "" Graphics.transition(20) else Graphics.transition(40, "Graphics/Transitions/" + $game_temp.transition_name) end end # ???????????????? if $game_temp.message_window_showing return end # ??????????? if @spriteset.effect? return end # ?????????? if $game_temp.gameover # ?????????????? $scene = Scene_Gameover.new return end # ??????????? if $game_temp.to_title # ??????????? $scene = Scene_Title.new return end # ???????? if $game_temp.battle_abort # ??????? BGM ??? $game_system.bgm_play($game_temp.map_bgm) # ????? battle_end(1) return end # ???????? if @wait_count > 0 # ???????????? @wait_count -= 1 return end # this one holds the battle while the player moves for actor in @spriteset.actor_sprites if actor.moving return end end # and this one is for the enemy... for enemy in @spriteset.enemy_sprites if enemy.moving# and $game_system.animated_enemy return end end # ??????????????????????? # ???????????????? if $game_temp.forcing_battler == nil and $game_system.battle_interpreter.running? return end # ?????????? case @phase when 1 # ????????? update_phase1 when 2 # ???????????? update_phase2 when 3 # ???????????? update_phase3 when 4 # ??????? update_phase4 when 5 # ??????????? update_phase5 end end def start_phase2 # ???? 2 ??? @phase = 2 # ????????????? @actor_index = -1 @active_battler = nil # ????????????????? @party_command_window.active = true @party_command_window.visible = true # ????????????????? @actor_command_window.active = false @actor_command_window.visible = false @help_window.visible = false # ?????????????? $game_temp.battle_main_phase = false # ???????????????? $game_party.clear_actions # ???????????? unless $game_party.inputable? # ????????? start_phase4 end end def update_phase2_escape # ?????????????? enemies_agi = 0 enemies_number = 0 for enemy in $game_troop.enemies if enemy.exist? enemies_agi += enemy.agi enemies_number += 1 end end if enemies_number > 0 enemies_agi /= enemies_number end # ?????????????? actors_agi = 0 actors_number = 0 for actor in $game_party.actors if actor.exist? actors_agi += actor.agi actors_number += 1 end end if actors_number > 0 actors_agi /= actors_number end # ?????? success = rand(100) < 50 * actors_agi / enemies_agi # ??????? if success # ?? SE ??? $game_system.se_play($data_system.escape_se) for actor in $game_party.actors @spriteset.actor_sprites[actor.index].pose(2) @spriteset.actor_sprites[actor.index].move(660, actor.screen_y, 10) end check = escape_move until check == false @spriteset.update Graphics.update check = escape_move end # ??????? BGM ??? $game_system.bgm_play($game_temp.map_bgm) # ????? battle_end(1) # ??????? else # ???????????????? $game_party.clear_actions # ????????? start_phase4 end end def escape_move for actor in @spriteset.actor_sprites if actor.moving return true end end return false end def start_phase5 # ???? 5 ??? @phase = 5 # ????? ME ??? $game_system.me_play($game_system.battle_end_me) # ??????? BGM ??? $game_system.bgm_play($game_temp.map_bgm) # EXP??????????????? exp = 0 gold = 0 treasures = [] # ??? for enemy in $game_troop.enemies # ?????????????? unless enemy.hidden # ?? EXP???????? exp += enemy.exp gold += enemy.gold # ????????? if rand(100) < enemy.treasure_prob if enemy.item_id > 0 treasures.push($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 # ???????? 6 ?????? treasures = treasures[0..5] # 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 # ?????? $game_party.gain_gold(gold) # ??????? 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 # ??????????????? @result_window = Window_BattleResult.new(exp, gold, treasures) # ??????????? @phase5_wait_count = 100 end #-------------------------------------------------------------------------- # ? ?????? (???????????) #-------------------------------------------------------------------------- def update_phase5 # ????????? 0 ??????? if @phase5_wait_count > 0 # ???????????? @phase5_wait_count -= 1 # ????????? 0 ?????? if @phase5_wait_count == 0 # ???????????? @result_window.visible = true # ?????????????? $game_temp.battle_main_phase = false # ????????????????? #@status_window.refresh end return end # C ?????????? if Input.trigger?(Input::C) # ????? battle_end(0) end end def phase3_setup_command_window # ????????????????? @party_command_window.active = false @party_command_window.visible = false # ????????????????? @actor_command_window.active = true @actor_command_window.visible = true @help_window.visible = true # ??????????????????? if @actor_command_window.help_window == nil @actor_command_window.help_window = @help_window end @actor_command_window.update_help #@actor_command_window.x = @actor_index * 160 # ??????? 0 ??? @actor_command_window.index = 0 end def start_enemy_select # ?????????? @enemy_arrow = Arrow_Enemy.new(@spriteset.viewport2) # ????????????? @enemy_arrow.help_window = @help_window # ????????????????? @actor_command_window.active = false @actor_command_window.visible = false end def update_phase4 case @phase4_step when 1 update_phase4_step1 when 2 update_phase4_step2 when 3 update_phase4_step3 when 4 update_phase4_step4 when 5 update_phase4_step5 when 6 update_phase4_step6 when 7 update_phase4_step7 end end def update_phase4_step1 # Change actor poses to default #if @active_battler.is_a?(Game_Actor) # @spriteset.actor_sprites[@active_battler.index].default_pose #end for i in 0...$game_party.actors.size actor = $game_party.actors[i] @spriteset.actor_sprites[i].default_pose end @help_window.visible = false if judge return end if $game_temp.forcing_battler == nil setup_battle_event if $game_system.battle_interpreter.running? return end end if $game_temp.forcing_battler != nil @action_battlers.delete($game_temp.forcing_battler) @action_battlers.unshift($game_temp.forcing_battler) end if @action_battlers.size == 0 start_phase2 return end @animation1_id = 0 @animation2_id = 0 @common_event_id = 0 @active_battler = @action_battlers.shift if @active_battler.index == nil return end if @active_battler.hp > 0 and @active_battler.slip_damage? @active_battler.slip_damage_effect @active_battler.damage_pop = true end @active_battler.remove_states_auto #@status_window.refresh @phase4_step = 2 end def make_basic_action_result if @active_battler.is_a?(Game_Actor) $actor_on_top = true elsif @active_battler.is_a?(Game_Enemy) $actor_on_top = false end if @active_battler.current_action.basic == 0 @animation1_id = @active_battler.animation1_id @animation2_id = @active_battler.animation2_id if @active_battler.is_a?(Game_Enemy) if @active_battler.restriction == 3 target = $game_troop.random_target_enemy elsif @active_battler.restriction == 2 target = $game_party.random_target_actor else index = @active_battler.current_action.target_index target = $game_party.smooth_target_actor(index) end #======== here is the setting for the movement & animation... x = target.screen_x - 32 @spriteset.enemy_sprites[@active_battler.index].enemy_pose(2) @spriteset.enemy_sprites[@active_battler.index].move(x, target.screen_y, 10) #========= here if you look at the RPG's movement settings you'll see #========= that he takes the number 40 for the speed of the animation... #========= i thing thats too fast so i settet it down to 10 so looks smoother... end if @active_battler.is_a?(Game_Actor) weapon = $data_weapons[@active_battler.weapon_id] range = false if weapon != nil for id in weapon.element_set if $data_system.elements[23] == "Range" range = true break end end end if @active_battler.restriction == 3 target = $game_party.random_target_actor elsif @active_battler.restriction == 2 target = $game_troop.random_target_enemy else index = @active_battler.current_action.target_index target = $game_troop.smooth_target_enemy(index) end #======= the same thing for the player... ^-^ x = target.screen_x + 32 @spriteset.actor_sprites[@active_battler.index].pose(1) @spriteset.actor_sprites[@active_battler.index].move(x * (range ? 2 : 1), target.screen_y, 10) range = false end @target_battlers = [target] for target in @target_battlers target.attack_effect(@active_battler) end return end if @active_battler.current_action.basic == 1 if @active_battler.is_a?(Game_Actor) @spriteset.actor_sprites[@active_battler.index].pose(0, 1) #defence else @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1) #defence end @help_window.set_text($data_system.words.guard, 1) return end if @active_battler.is_a?(Game_Enemy) and @active_battler.current_action.basic == 2 @help_window.set_text("Escape", 1) @active_battler.escape return end if @active_battler.current_action.basic == 3 $game_temp.forcing_battler = nil @phase4_step = 1 return end if @active_battler.current_action.basic == 4 if $game_temp.battle_can_escape == false $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) update_phase2_escape return end end def make_skill_action_result @skill = $data_skills[@active_battler.current_action.skill_id] unless @active_battler.current_action.forcing unless @active_battler.skill_can_use?(@skill.id) $game_temp.forcing_battler = nil @phase4_step = 1 return end end @active_battler.sp -= @skill.sp_cost #@status_window.refresh @help_window.set_text(@skill.name, 1) @animation1_id = @skill.animation1_id @animation2_id = @skill.animation2_id if @active_battler.is_a?(Game_Enemy) #@spriteset.enemy_sprites[@active_battler.index].change_sp_bar x = @active_battler.screen_x + 48 @spriteset.enemy_sprites[@active_battler.index].enemy_pose(2) @spriteset.enemy_sprites[@active_battler.index].move(x, @active_battler.screen_y, 5) @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1) end if @active_battler.is_a?(Game_Actor) #@spriteset.actor_sprites[@active_battler.index].change_sp_bar x = @active_battler.screen_x - 48 @spriteset.actor_sprites[@active_battler.index].pose(1) @spriteset.actor_sprites[@active_battler.index].move(x, @active_battler.screen_y, 5) @spriteset.actor_sprites[@active_battler.index].pose(0, 1) end @common_event_id = @skill.common_event_id set_target_battlers(@skill.scope) for target in @target_battlers target.skill_effect(@active_battler, @skill) end end def make_item_action_result # sorry i didnt work on this... # couse i dont have a sprite that uses items.... # so i just added the standby sprite here... # when i get more time for this i'll try what i can do for this one... ^-^ # its the same as the ones above... if @active_battler.is_a?(Game_Actor) @spriteset.actor_sprites[@active_battler.index].pose(0, 1) else @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1) end @item = $data_items[@active_battler.current_action.item_id] unless $game_party.item_can_use?(@item.id) @phase4_step = 1 return end if @item.consumable $game_party.lose_item(@item.id, 1) end @help_window.set_text(@item.name, 1) @animation1_id = @item.animation1_id @animation2_id = @item.animation2_id @common_event_id = @item.common_event_id index = @active_battler.current_action.target_index target = $game_party.smooth_target_actor(index) set_target_battlers(@item.scope) for target in @target_battlers target.item_effect(@item) end end def update_phase4_step3 if @active_battler.current_action.kind == 0 and @active_battler.current_action.basic == 0 # in this one... we have our weapon animations... for player and monster if @active_battler.is_a?(Game_Actor) @spriteset.actor_sprites[@active_battler.index].pose(0,1) elsif @active_battler.is_a?(Game_Enemy) @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0,1) end end if @animation1_id == 1 @active_battler.white_flash = true else @active_battler.animation_id = @animation1_id @active_battler.animation_hit = true end @phase4_step = 4 end def update_phase4_step4 # this here is for the hit animation... for target in @target_battlers target.animation_id = @animation2_id target.animation_hit = (target.damage != "Miss") end @wait_count = 8 @phase4_step = 5 end def update_phase4_step5 if @active_battler.hp > 0 and @active_battler.slip_damage? @active_battler.slip_damage_effect @active_battler.damage_pop = true end # ??????????? @help_window.visible = false # ????????????????? #@status_window.refresh # ?????? if @active_battler.is_a?(Game_Actor) @spriteset.actor_sprites[@active_battler.index].pose(0, 1) else @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1) end for target in @target_battlers if target.damage != nil target.damage_pop = true if @active_battler.is_a?(Game_Actor) @spriteset.actor_sprites[@active_battler.index].pose(0, 1) else @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1) end end end # ???? 6 ??? @phase4_step = 6 end def update_phase4_step6 # here we are asking if the player is dead and is a player or an enemy... # these lines are for the running back and standby animation.... if @active_battler.is_a?(Game_Actor) if @active_battler.current_action.basic == 1 @spriteset.actor_sprites[@active_battler.index].pose(0, 1) else @spriteset.actor_sprites[@active_battler.index].move(@active_battler.screen_x, @active_battler.screen_y, 20) @spriteset.actor_sprites[@active_battler.index].pose(2) end else if @active_battler.current_action.basic == 1 @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1) else @spriteset.enemy_sprites[@active_battler.index].move(@active_battler.screen_x, @active_battler.screen_y, 20) @spriteset.enemy_sprites[@active_battler.index].enemy_pose(1) end end for target in @target_battlers if target.is_a?(Game_Actor) @spriteset.actor_sprites[target.index].pose(0, 1) else @spriteset.enemy_sprites[target.index].enemy_pose(0, 1) end end $game_temp.forcing_battler = nil if @common_event_id > 0 common_event = $data_common_events[@common_event_id] $game_system.battle_interpreter.setup(common_event.list, 0) end @phase4_step = 7 end def update_phase4_step7 # here we are asking if the player is dead and is a player or an enemy... # these lines are for the running back and standby animation.... if @active_battler.is_a?(Game_Actor) @spriteset.actor_sprites[@active_battler.index].pose(0, 1) else @spriteset.enemy_sprites[@active_battler.index].enemy_pose(0, 1) end $game_temp.forcing_battler = nil if @common_event_id > 0 common_event = $data_common_events[@common_event_id] $game_system.battle_interpreter.setup(common_event.list, 0) end @phase4_step = 1 end end |
Ich hoffe du findest den Fehler.
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »Gjorsch« (5. Januar 2011, 21:44)
Oder besser noch du zeigst mir die Seite, wo du das CBS Script her hast.
EDIT :
Ich glaube ich habe das CBS Script gefunden.
Probier diese Demo einmal aus.(Bei mir kam bisher dein beschriebener Fehler, in dieser Demo nicht zustande)
Danach solltest du das Script aus der Demo einmal bei dir verwenden und schreib mir ob der Fehler immer noch bei dir auftritt.
(Das Alte CBS Script von dir, sollte natürlich vorher entfernt werden)
Sollte der Fehler immer noch auftreten, habe ich noch folgende Frage :
Hast du eigene Skills über Common-Events erstellt, die dein Erster Actor benutzt?
Kampf-CBS.rar
MFG
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »Asandril« (6. Januar 2011, 10:27)
Benutzerinformationen überspringen
Ankömmling
Motto: Zum Erfolg gibt es keinen Lift, man muss die Treppe nehmen.
????? 'CBS Sideview' ? 1664 ??? NoMethodError ????????
undefined method `enemy_pose' for nil:NILClass
Was ich noch vorschlagen kann, dass du dein CBS Script am besten hier in einem Projekt postest.
Denn deine 2 CBS Scripts oben sind nicht Vollständig.
Eine Frage noch :
Hast du meine Demo oben ausprobiert?Wenn ja, hat diese bei dir funktioniert?
Und ist es das selbe CBS Script welches du benutzt?
MFG
Benutzerinformationen überspringen
Ankömmling
Motto: Zum Erfolg gibt es keinen Lift, man muss die Treppe nehmen.
Ich habe deine Demo probiert und sie funktioniert einwandfrei. Allerdings habe ich festgestellt, dass deine Demo 1 Zeile mehr hat. Ich weiß jetzt aber nicht ob es nur eine Lehrstelle ist oder was wichtiges
in einem Projekt postest, weil das Erste CBS Script trotzdem unvollständig ist.
(Am Anfang fehlt einiges und es fängt mitten drin an)
Ist aber nicht mehr so wichtig, da ich jetzt weiss, dass ich das selbe Script benutzt habe.
Ich könnte jetzt die ganze Zeit Rätselraten warum du dieses Problem in deinem Projekt hast.Möglichkeiten gibt es Dutzende.
zb.Hast du das Script in einer Falschen Reihe eingefügt, wo es zu Problemen mit anderen Scripts kommt.
Oder du hast in irgendeinem Script etwas verändert, dass zu diesem Fehler führt.Und und und..
Letztendlich müsste ich dein Projekt selber sehen, um rauszufinden wo der Fehler liegt.
Die Entscheidung liegt natürlich bei dir.
MFG
Benutzerinformationen überspringen
Ankömmling
Motto: Zum Erfolg gibt es keinen Lift, man muss die Treppe nehmen.
Ich weiß jetzt aber nicht wie ich sie dir geben kann... bei Dateianhänge kann man keine Ordner hochladen...
-
Qualifikationen
Fähigkeiten:
Mapping:
Eventing:
Storydesign:
Pixeln:
Scripting:
Musik:

-
FRPG
Name: Irir Nylak: (Bedeutung: Baumtänzer, wörtl.: Der mit den Bäumen tanzt)
Geschlecht: Männlich
Rasse: Waldelb
Alter: 87
Beruf/Klasse: Jäger
Level: 1
Quest:
Party: -
Inventar:
Ledertasche (2/6):
* 1x Proviant (Trockenfleisch, ein Stück Trockengebäck, sowie ein Wasserschlauch)
* Detaillierte Karte vom Grünwald und Umgebung
Kleidung (2/4):
* Zwei Feuersteine zum Entzünden von Feuer
* Eine traditionelle Holzschnitzerei aus Eiche (ein kleiner, ca. 5cm hoher Miniatur Baum, er soll Glück bringen)
kleine Kräutertasche (3/10):
* 2x Baldrian
* 1x Estragon
Köcher (10/10)
Geld: 16 Kupferstücke
Rüstung:
- Einfache Bekleidung aus Leinen, wobei die Brustpartien aus Leder bestehen (dort bessere Rüstung)
- Feste Lederstiefel
- Eine Lederscherpe mit einer angebrachter Scheide für ein Jagdmesser (Ausnehmen von Tieren, Zweitwaffe beim Umgang mit Bogen)
- Ein Kurzbogen aus geöltem Zedernholz
-
Tutorials
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