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1

Mittwoch, 9. November 2011, 19:28

Charakter-Grafiken verschwinden beim Verkaufen mit Skript "Adv. Shop Status Window" nicht

Hallo,

ich habe folgendes Problem mit dem Advanced Shop Status Window-Skript aus der Skript-Datenbank hier:

Wenn ich Ausrüstung verkaufen will und das Ausrüstungsteil im Laden mit der Leertaste anwähle, werden am rechten Bildschirmrand die Charaktergrafiken der aktuellen Helden angezeigt. Wenn ich den Verkauf abbreche oder durchführe, gelange ich zurück zum Inventar.
(Soweit ist ja alles so wie es gehört.)
Im Inventar werden dann aber immer noch die Charaktergrafiken der Helden angezeigt (die ganze Schrift verschwindet so wie es sein soll)!
Ich hab schon etwas herumprobiert, habe es aber nicht beheben können... Jemand eine Idee?

Das Skript:
Spoiler: Advanced Shop Status Window

Ruby Quellcode

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class Window_ShopStatus < Window_Base
  # ---------------------------------------
  def initialize
    super(368, 128, 272, 352)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Arial"
    self.contents.font.size = 24
    @item = nil
    @sprite1 = nil
    @sprite2 = nil
    @sprite3 = nil
    @sprite4 = nil
    @walk = [false, false, false, false]
    @count = 0
    refresh
  end
  # ---------------------------------------
  def refresh
    self.contents.clear
    if @sprite1 != nil
      @sprite1.dispose
      @sprite1 = nil
    end
    if @sprite2 != nil
      @sprite2.dispose
      @sprite2 = nil
    end
    if @sprite3 != nil
      @sprite3.dispose
      @sprite3 = nil
    end
    if @sprite4 != nil
      @sprite4.dispose
      @sprite4 = nil
    end
    self.contents.font.name = "Arial"
    self.contents.font.size = 24
    if @item == nil
      return
    end
    case @item
    when RPG::Item
      number = $game_party.item_number(@item.id)
    when RPG::Weapon
      number = $game_party.weapon_number(@item.id)
    when RPG::Armor
      number = $game_party.armor_number(@item.id)
    end
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 200, 32, "Possessed:")
    self.contents.font.color = normal_color
    self.contents.draw_text(204, 0, 32, 32, number.to_s, 2)
    if @item.is_a?(RPG::Item)
      @walk = [false, false, false, false]
      return
    end
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      if @item.is_a?(RPG::Weapon)
        item1 = $data_weapons[actor.weapon_id]
      elsif @item.kind == 0
        item1 = $data_armors[actor.armor1_id]
      elsif @item.kind == 1
        item1 = $data_armors[actor.armor2_id]
      elsif @item.kind == 2
        item1 = $data_armors[actor.armor3_id]
      else
        item1 = $data_armors[actor.armor4_id]
      end
      if not actor.equippable?(@item)
        @walk[i] = false
        draw_actor_graphic(actor, 380, 194 + 64 * i, i, 0)
        self.contents.font.name = "Arial"
        self.contents.font.size = 24
        self.contents.font.color = normal_color
        self.contents.draw_text(32, 54 + 64 * i, 150, 32, "Cannot Equip")
      end
      if actor.equippable?(@item)
        @walk[i] = true
        draw_actor_graphic(actor, 380, 194 + 64 * i, i, 1)
          atk1 = 0
          atk2 = 0
          eva1 = 0
          eva2 = 0
          str1 = 0
          str2 = 0
          dex1 = 0
          dex2 = 0
          agi1 = 0
          agi2 = 0
          int1 = 0
          int2 = 0
          pdf1 = 0
          pdf2 = 0
          mdf1 = 0
          mdf2 = 0
          eva1 = 0
          eva2 = 0
          str1 = item1 != nil ? item1.str_plus : 0
          str2 = @item != nil ? @item.str_plus : 0
          dex1 = item1 != nil ? item1.dex_plus : 0
          dex2 = @item != nil ? @item.dex_plus : 0
          agi1 = item1 != nil ? item1.agi_plus : 0
          agi2 = @item != nil ? @item.agi_plus : 0
          int1 = item1 != nil ? item1.int_plus : 0
          int2 = @item != nil ? @item.int_plus : 0
          pdf1 = item1 != nil ? item1.pdef : 0
          pdf2 = @item != nil ? @item.pdef : 0
          mdf1 = item1 != nil ? item1.mdef : 0
          mdf2 = @item != nil ? @item.mdef : 0
        if @item.is_a?(RPG::Weapon)
          atk1 = item1 != nil ? item1.atk : 0
          atk2 = @item != nil ? @item.atk : 0
        end
        if @item.is_a?(RPG::Armor)
          eva1 = item1 != nil ? item1.eva : 0
          eva2 = @item != nil ? @item.eva : 0
        end
        str_change = str2 - str1
        dex_change = dex2 - dex1
        agi_change = agi2 - agi1
        int_change = int2 - int1
        pdf_change = pdf2 - pdf1
        mdf_change = mdf2 - mdf1
        atk_change = atk2 - atk1
        eva_change = eva2 - eva1
        if item1 == nil
          name1 = ""
        else
          name1 = item1.name
        end
        if @item == nil
          name2 = ""
        else
          name2 = @item.name
        end
        if str_change == 0 && dex_change == 0 && agi_change == 0 && 
        pdf_change == 0 && mdf_change == 0 && atk_change == 0 &&
        eva_change == 0 && name1 != name2
          self.contents.draw_text(32, 54 + 64 * i, 150, 32, "No Change")
        end
        if name1 == name2
          self.contents.draw_text(32, 54 + 64 * i, 200, 32, "Currently Equipped")
        end
        self.contents.font.name = "Arial"
        self.contents.font.size = 16
        self.contents.font.color = normal_color
        if @item.is_a?(RPG::Weapon) && atk_change != 0
          self.contents.draw_text(32, 42 + 64 * i, 32, 32, "ATK")
        end
        if @item.is_a?(RPG::Armor) && eva_change != 0
          self.contents.draw_text(32, 42 + 64 * i, 32, 32, "EVA")
        end
        if pdf_change != 0
          self.contents.draw_text(32, 58 + 64 * i, 32, 32, "PDF")
        end
        if mdf_change != 0
          self.contents.draw_text(32, 74 + 64 * i, 32, 32, "MDF")
        end
        if str_change != 0
          self.contents.draw_text(112, 42 + 64 * i, 32, 32, "STR")
        end
        if dex_change != 0
          self.contents.draw_text(112, 58 + 64 * i, 32, 32, "DEX")
        end
        if agi_change != 0
          self.contents.draw_text(112, 74 + 64 * i, 32, 32, "AGI")
        end
        if str_change != 0
          self.contents.draw_text(192, 42 + 64 * i, 32, 32, "INT")
        end
        if @item.is_a?(RPG::Weapon) && atk_change > 0
          self.contents.font.color = up_color
          s = atk_change.abs.to_s
          self.contents.draw_text(60, 42 + 64 * i, 4, 32, "+")
          self.contents.draw_text(62, 42 + 64 * i, 24, 32, s, 2)
        end
        if @item.is_a?(RPG::Weapon) && atk_change < 0
          self.contents.font.color = down_color
          s = atk_change.abs.to_s
          self.contents.draw_text(60, 42 + 64 * i, 4, 32, "-")
          self.contents.draw_text(62, 42 + 64 * i, 24, 32, s, 2)
        end
        if @item.is_a?(RPG::Armor) && eva_change > 0
          self.contents.font.color = up_color
          s = eva_change.abs.to_s
          self.contents.draw_text(60, 42 + 64 * i, 4, 32, "+")
          self.contents.draw_text(62, 42 + 64 * i, 24, 32, s, 2)
        end
        if @item.is_a?(RPG::Armor) && eva_change < 0
          self.contents.font.color = down_color
          s = eva_change.abs.to_s
          self.contents.draw_text(60, 42 + 64 * i, 4, 32, "-")
          self.contents.draw_text(62, 42 + 64 * i, 24, 32, s, 2)
        end
        if pdf_change > 0
          self.contents.font.color = up_color
          s = pdf_change.abs.to_s
          self.contents.draw_text(60, 58 + 64 * i, 4, 32, "+")
          self.contents.draw_text(62, 58 + 64 * i, 24, 32, s, 2)
        end
        if pdf_change < 0
          self.contents.font.color = down_color
          s = pdf_change.abs.to_s
          self.contents.draw_text(60, 58 + 64 * i, 4, 32, "-")
          self.contents.draw_text(62, 58 + 64 * i, 24, 32, s, 2)
        end
        if mdf_change > 0
          self.contents.font.color = up_color
          s = mdf_change.abs.to_s
          self.contents.draw_text(60, 74 + 64 * i, 4, 32, "+")
          self.contents.draw_text(62, 74 + 64 * i, 24, 32, s, 2)
        end
        if mdf_change < 0
          self.contents.font.color = down_color
          s = mdf_change.abs.to_s
          self.contents.draw_text(60, 74 + 64 * i, 4, 32, "-")
          self.contents.draw_text(62, 74 + 64 * i, 24, 32, s, 2)
        end
        if str_change > 0
          self.contents.font.color = up_color
          s = str_change.abs.to_s
          self.contents.draw_text(140, 42 + 64 * i, 4, 32, "+")
          self.contents.draw_text(142, 42 + 64 * i, 24, 32, s, 2)
        end
        if str_change < 0
          self.contents.font.color = down_color
          s = str_change.abs.to_s
          self.contents.draw_text(140, 42 + 64 * i, 4, 32, "-")
          self.contents.draw_text(142, 42 + 64 * i, 24, 32, s, 2)
        end
        if dex_change > 0
          self.contents.font.color = up_color
          s = dex_change.abs.to_s
          self.contents.draw_text(140, 58 + 64 * i, 4, 32, "+")
          self.contents.draw_text(142, 58 + 64 * i, 24, 32, s, 2)
        end
        if dex_change < 0
          self.contents.font.color = down_color
          s = dex_change.abs.to_s
          self.contents.draw_text(140, 58 + 64 * i, 4, 32, "-")
          self.contents.draw_text(142, 58 + 64 * i, 24, 32, s, 2)
        end
        if agi_change > 0
          self.contents.font.color = up_color
          s = agi_change.abs.to_s
          self.contents.draw_text(140, 74 + 64 * i, 4, 32, "+")
          self.contents.draw_text(142, 74 + 64 * i, 24, 32, s, 2)
        end
        if agi_change < 0
          self.contents.font.color = down_color
          s = agi_change.abs.to_s
          self.contents.draw_text(140, 74 + 64 * i, 4, 32, "-")
          self.contents.draw_text(142, 74 + 64 * i, 24, 32, s, 2)
        end
        if int_change > 0
          self.contents.font.color = up_color
          s = int_change.abs.to_s
          self.contents.draw_text(214, 42 + 64 * i, 4, 32, "+")
          self.contents.draw_text(216, 42 + 64 * i, 24, 32, s, 2)
        end
        if int_change < 0
          self.contents.font.color = down_color
          s = int_change.abs.to_s
          self.contents.draw_text(214, 42 + 64 * i, 4, 32, "-")
          self.contents.draw_text(216, 42 + 64 * i, 24, 32, s, 2)
        end
      end
    end
  end
  # ---------------------------------------
  def item=(item)
    if @item != item
      @item = item
      refresh
    end
  end
  # ---------------------------------------
  def draw_actor_graphic(actor, x, y, id, tone_id)
    if id == 0
      @v1 = Viewport.new(380, 194, 32, 48)
      @v1.z = 9998
      @sprite1 = Sprite.new(@v1)
      @sprite1.bitmap = RPG::Cache.character(actor.character_name, 
      actor.character_hue)
      if tone_id == 0
        @sprite1.tone = Tone.new(0, 0, 0, 255)
      else
        @sprite1.tone = Tone.new(0, 0, 0, 0)
      end
      @sprite1.visible = true
    end
     if id == 1
      @v2 = Viewport.new(380, 258, 32, 48)
      @v2.z = 9999
      @sprite2 = Sprite.new(@v2)
      @sprite2.bitmap = RPG::Cache.character(actor.character_name, 
      actor.character_hue)
      if tone_id == 0
        @sprite2.tone = Tone.new(0, 0, 0, 255)
      else
        @sprite2.tone = Tone.new(0, 0, 0, 0)
      end
      @sprite2.visible = true
    end
     if id == 2
      @v3 = Viewport.new(380, 322, 32, 48)
      @v3.z = 9999
      @sprite3 = Sprite.new(@v3)
      @sprite3.bitmap = RPG::Cache.character(actor.character_name, 
      actor.character_hue)
      if tone_id == 0
        @sprite3.tone = Tone.new(0, 0, 0, 255)
      else
        @sprite3.tone = Tone.new(0, 0, 0, 0)
      end
      @sprite3.visible = true
    end
    if id == 3
      @v4 = Viewport.new(380, 386, 32, 48)
      @v4.z = 9999
      @sprite4 = Sprite.new(@v4)
      @sprite4.bitmap = RPG::Cache.character(actor.character_name, 
      actor.character_hue)
      if tone_id == 0
        @sprite4.tone = Tone.new(0, 0, 0, 255)
      else
        @sprite4.tone = Tone.new(0, 0, 0, 0)
      end
      @sprite4.visible = true
    end
  end
  # ---------------------------------------
  def update
    super
    @count += 1
    for i in 0..@walk.size
        if @walk[i] == false
        case i
          when 0
            if @sprite1 != nil
            @sprite1.ox = 0
            end
          when 1
            if @sprite2 != nil
            @sprite2.ox = 0
            end
          when 2
            if @sprite3 != nil
            @sprite3.ox = 0
            end
          when 3
            if @sprite4 != nil
            @sprite4.ox = 0
            end
          end
        end
      end
    if @count == 0
      for i in 0..@walk.size
        if @walk[i] == true
        case i
        when 0
          if @sprite1 != nil
          @sprite1.ox = 0
          end
        when 1
          if @sprite2 != nil
          @sprite2.ox = 0
          end
        when 2
          if @sprite3 != nil
          @sprite3.ox = 0
          end
        when 3
          if @sprite4 != nil
          @sprite4.ox = 0
            end
          end
        end
      end
    end
    if @count == 5
      for i in 0..@walk.size
        if @walk[i] == true
        case i
        when 0
          if @sprite1 != nil
          @sprite1.ox = 32
          end
        when 1
          if @sprite2 != nil
          @sprite2.ox = 32
          end
        when 2
          if @sprite3 != nil
          @sprite3.ox = 32
          end
        when 3
          if @sprite4 != nil
          @sprite4.ox = 32
            end
          end
        end
      end
    end
    if @count == 10
      for i in 0..@walk.size
        if @walk[i] == true
          case i
        when 0
          if @sprite1 != nil
          @sprite1.ox = 64
          end
        when 1
          if @sprite2 != nil
          @sprite2.ox = 64
          end
        when 2
          if @sprite3 != nil
          @sprite3.ox = 64
          end
        when 3
          if @sprite4 != nil
          @sprite4.ox = 64
            end
          end
        end
      end
    end
    if @count == 15
      @count = 0
    end
  end
end
 
 
class Window_Base < Window
  # --------------------------------
  def up_color
    return Color.new(74, 210, 74)
  end
  # --------------------------------
  def down_color
    return Color.new(170, 170, 170)
  end
end
zum Lesen den Text mit der Maus markieren

Irrlicht

Leuchtendes Irgendwas

Motto: Keep shining!

  • Nachricht senden

2

Mittwoch, 9. November 2011, 23:05

Mmmm, ohne Garantie dass es funktioniert (ich kanns von diesem Rechner aus nicht im Maker testen), aber versuch mal die dispose-Methode für das Shopstatus-Fenster zu erweitern:
Spoiler

Ruby Quellcode

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class Window_ShopStatus < Window_Base
 
  def dispose
    if @sprite1 != nil
      @sprite1.dispose
      @sprite1 = nil
    end
    if @sprite2 != nil
      @sprite2.dispose
      @sprite2 = nil
    end
    if @sprite3 != nil
      @sprite3.dispose
      @sprite3 = nil
    end
    if @sprite4 != nil
      @sprite4.dispose
      @sprite4 = nil
    end
    super
  end
end
zum Lesen den Text mit der Maus markieren

3

Mittwoch, 9. November 2011, 23:28

Danke für deine Antwort, Irrlicht.
Deine Erweiterung ändert leider überhaupt nichts...

Irrlicht

Leuchtendes Irgendwas

Motto: Keep shining!

  • Nachricht senden

4

Donnerstag, 10. November 2011, 21:59

Hab mir das Ganze nochmal im Editor angeschaut und (hoffentlich^^) den Fehler gefunden:
Die Actor-Grafiken werden nicht automatisch unsichtbar wenn das Fenster selbst unsichtbar gemacht wird sondern erst wenn das anzuzeigende Item zurück auf nil (keins) gesetzt wird, was an dieser Stelle jedoch nicht passiert.

Um das zu ergänzen könntest du diese Zeilen einfügen:
Spoiler

Ruby Quellcode

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class Scene_Shop
 
  unless method_defined?(:update_number_ILC_removeActorGraphic)
    alias_method(:update_number_ILC_removeActorGraphic, :update_number)
  end
  def update_number
    update_number_ILC_removeActorGraphic
    @status_window.item = nil  unless @status_window.visible
  end
end
zum Lesen den Text mit der Maus markieren

5

Freitag, 11. November 2011, 12:44

Danke, Irrlicht, super!
Funktioniert!

Verwendete Tags

Grafik, Helden, Shop, Verkaufen

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