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[ERLEDIGT] Heldenpunkte System (Stat Distribution System) Edit
Ahoi,
ich habe mittlerweile das Stat Distribution System in mein Menü integriert,
alles soweit toll, alles läuft.
Was aber gar nicht so schön ist, dass die verteilten Punkte nicht gespeichert werden,
wenn man das Menü mit ESC verlässt. Das confirmation window wird dann erst gar nicht
aufgerufen.
Habe mir das ganze auch mal angesehen, aber komme nicht so mit dem Code zurecht.
Habe dann mal stupf reineditiert, aber dabei kam nur Müll raus.
Liegt vermutlich daran, dass ich bei mir alles kleinlich sortiere und sehr übersichtlich schachtel.
Wäre cool, wenn das jemand so editieren kann, dass bei ESC (habe die Stelle im Code mit einem print gekennzeichnet)
ebenfalls das Confirmation Window anzeigt wird.
Ich hatte bei meinem Edit das Problem, dass bei "Änderung verwerfen" nichts geschehen ist <.<
Stat Distribution System:
ich habe mittlerweile das Stat Distribution System in mein Menü integriert,
alles soweit toll, alles läuft.
Was aber gar nicht so schön ist, dass die verteilten Punkte nicht gespeichert werden,
wenn man das Menü mit ESC verlässt. Das confirmation window wird dann erst gar nicht
aufgerufen.
Habe mir das ganze auch mal angesehen, aber komme nicht so mit dem Code zurecht.
Habe dann mal stupf reineditiert, aber dabei kam nur Müll raus.
Liegt vermutlich daran, dass ich bei mir alles kleinlich sortiere und sehr übersichtlich schachtel.
Wäre cool, wenn das jemand so editieren kann, dass bei ESC (habe die Stelle im Code mit einem print gekennzeichnet)
ebenfalls das Confirmation Window anzeigt wird.
Ich hatte bei meinem Edit das Problem, dass bei "Änderung verwerfen" nichts geschehen ist <.<
Stat Distribution System:
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#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= # Stat Distribution System by Blizzard # Version: 2.2b # Type: Actor Attribute Modifier # Date: 25.3.2007 # Date v1.1b: 6.4.2007 # Date v1.2b: 22.8.2007 # Date v1.3b: 12.9.2007 # Date v1.33b: 5.11.2007 # Date v2.0: 18.10.2009 # Date v2.01: 28.7.2010 # Date v2.1: 16.12.2011 # Date v2.2: 29.9.2012 # Date v2.2b: 30.9.2012 #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= # # Compatibility: # # 99% compatible with SDK v1.x. 80% compatible with SDK 2.x. WILL corrupt # your old savegames. Might cause problems with custom leveling up systems. # 99% compatibility with everything else. # # # Features: # # - distribute points between different stats # - extra scene for point distribution with confirmation window at the end # - calls the "caller scene" automatically when finished # - add points by easily pressing RIGHT/LEFT # - hold Q to add 10 points at once # - hold W to add 100 points at once # - a Stat Distribution System that actually works like it should... # # new in v1.1b: # - added option to call the Points Scene after a fight with level ups # - customizable icon position and opacity # # new in v1.2b: # - improved coding and made code shorter # - rewritten conditions using classic syntax to avoid RGSS conditioning bug # # new in v1.3b: # - improved coding # - fixed bug with AUTO_CALL after battle # - new AUTO_MAP_CALL works on the map as well (that means it's fully # compatible with Blizz-ABS) # # new in v1.33b: # - improved coding # - improved compatibility # - fixed a little glitch # # new in v2.0: # - improved coding and overworked system (corrupts old savegames with older # version of this system!) # - new design # - new support for HP and SP # - now possible to configure multiple points for one stat # # new in v2.01: # - fixed bug with display of remaining DP # # new in v2.1: # - fixed bug with calculation of DP allowance # # new in v2.2: # - added possibility of using negative number in X_DP_COST values for # inverted exchange rates # # new in v2.2b: # - fixed a few small bugs when using inverted exchange rates # # # Configuration: # # Set up the configuration below. # # STARTING_DP - how many points should the actor have initially at level 1 # DP_PER_LEVEL - how many points should the actor gain per level # HP_DP_COST - how many DP does 1 HP cost (use negative numbers for # inverted exchange rate) # SP_DP_COST - how many DP does 1 SP cost (use negative numbers for # inverted exchange rate) # STR_DP_COST - how many DP does 1 STR cost (use negative numbers for # inverted exchange rate) # DEX_DP_COST - how many DP does 1 DEX cost (use negative numbers for # inverted exchange rate) # AGI_DP_COST - how many DP does 1 AGI cost (use negative numbers for # inverted exchange rate) # INT_DP_COST - how many DP does 1 INT cost (use negative numbers for # inverted exchange rate) # AUTO_CALL - set to true to have the scene called automatically after # battles if at least one character got leveled up # AUTO_MAP_CALL - set to true to have the scene called automatically on the # map if at least one character got leveled up (this works # for Blizz-ABS as well), also note that this will cause the # scene to called over and over as long as not all points # were distributed # DISPLAY_ICON - displays an icon on the map if ANY character in the # party has any points to distribute # OWN_ICON - use an own icon for display, false for no or filename of # your own icon (the icon has to be in the Icons folder) # ICON_X - icon X coordinate # ICON_Y - icon Y coordinate # ICON_OPACITY - icon Y opacity # WINDOW_MODE - set to true to have the command windows at the bottom, set # to false to have them to at the top # # # You can always add change DP yourself by using following syntax: # # $game_party.actors[POSITION].dp = VALUE # $game_actors[ID].dp = VALUE # # POSITION - position of actor in the party (STARTS FROM ZERO!) # ID - ID of actor in the database # VALUE - value # # You can call the Scene by using a "Call script" event command. Type into # the editor window this text: # # $scene = Scene_Points.new # # # Notes: # # - Decreasing the level of an actor won't remove his gained DP. You MUST do # it manually. # - Negative numbers in X_DP_COST designate inverted exchange rates. e.g. # a value of 10 would designate that 10 DP are required to raise the stat # by 1 point while a value of -10 woulde designate that 1 DP is required to # increase the stat by 10 points. This convention has been added as # calculation with decimals (floating point numbers) can cause problems # during rounding due to physically limited precision. # # # If you find any bugs, please report them here: # http://forum.chaos-project.com #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:= module BlizzCFG #:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: # START Configuration #:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: STARTING_DP = 10 DP_PER_LEVEL = 0 HP_DP_COST = -2 SP_DP_COST = 1 STR_DP_COST = 1 DEX_DP_COST = 1 AGI_DP_COST = 1 INT_DP_COST = 1 AUTO_CALL = false AUTO_MAP_CALL = false DISPLAY_ICON = false OWN_ICON = false ICON_X = 612 ICON_Y = 452 ICON_OPACITY = 192 WINDOW_MODE = true #:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: # END Configuration #:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: # constants HPLimit = 9999 SPLimit = 9999 STRLimit = 999 DEXLimit = 999 AGILimit = 999 INTLimit = 999 DPName = 'HP' EvasionName = 'Glück' EXPText = 'EHRE' NextText = 'nächstes Lv.' EquipmentText = 'Ausrüstung' AreYouSure = 'Bist Du sicher?' DistroCommands = ['Heldenpunkte verteilen', 'Nächster Charakter', 'Vorheriger Charakter', 'Beenden'] AreYouSureCommands = ['Zurück', 'Änderungen bestätigen', 'Änderungen verwerfen'] AttrLimits = [HPLimit, SPLimit, STRLimit, DEXLimit, AGILimit, INTLimit] ExchangeRates = [HP_DP_COST, SP_DP_COST, STR_DP_COST, DEX_DP_COST, AGI_DP_COST, INT_DP_COST] ColorWhite = Color.new(255, 255, 255) ColorBlack = Color.new(0, 0, 0) ColorIcon = Color.new(0, 128, 255) ColorIncreased = Color.new(0, 255, 0) # ensures compatibility $stat_system = 2.2 end #============================================================================== # Array #============================================================================== class Array def sum result = 0 self.each {|i| result += i if i.is_a?(Numeric)} return result end end #============================================================================== # Game_Actor #============================================================================== class Game_Actor < Game_Battler attr_reader :dp alias setup_sds_later setup def setup(actor_id) @dp = BlizzCFG::STARTING_DP setup_sds_later(actor_id) end alias exp_sds_later exp= def exp=(exp) old_level = @level exp_sds_later(exp) value = (@level - old_level) * BlizzCFG::DP_PER_LEVEL self.dp += value if value > 0 end def dp=(value) @dp = (value < 0 ? 0 : value) end end #============================================================================== # Window_Base #============================================================================== class Window_Base < Window def draw_actor_battler(actor, x, y) bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue) cw, ch = bitmap.width, bitmap.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x - cw / 2, y - ch / 2, bitmap, src_rect) end alias draw_actor_parameter_sds_later draw_actor_parameter def draw_actor_parameter(actor, x, y, type, w=164) if type == 7 self.contents.font.color = system_color self.contents.draw_text(x, y, 120, 32, BlizzCFG::EvasionName) self.contents.font.color = normal_color self.contents.draw_text(x + 190, y, 36, 32, actor.eva.to_s, 2) else draw_actor_parameter_sds_later(actor, x, y, type) end end end #============================================================================== # Window_DistributionStatus #============================================================================== class Window_DistributionStatus < Window_Base attr_reader :actor def initialize(actor) super(0, BlizzCFG::WINDOW_MODE ? 0 : 224, 640, 256) @actor = actor self.contents = Bitmap.new(width - 32, height - 32) if $fontface != nil self.contents.font.name = $fontface self.contents.font.size = $fontsize elsif $defaultfonttype != nil self.contents.font.name = $defaultfonttype self.contents.font.size = $defaultfontsize end refresh end def actor=(actor) @actor = actor refresh end def refresh self.contents.clear unless @actor == nil draw_actor_battler(@actor, 256, 120) draw_actor_name(@actor, 4, 0) draw_actor_class(@actor, 4, 32) draw_actor_level(@actor, 4, 64) self.contents.font.color = system_color #====================================================== #Ausrüstung config Actor Advanced Status #====================================================== data = [] for i in 0...@actor.equip_kind.size id = @actor.equip_kind[i] if id == 0 data.push($data_weapons[@actor.equip_id[i]]) elsif id == 1 and @actor.two_swords_style data.push($data_weapons[@actor.equip_id[i]]) elsif id != 0 or (id == 1 and not @actor.two_swords_style) data.push($data_armors[@actor.equip_id[i]]) end end self.contents.font.size = 16 self.contents.font.color = system_color return if data.size == 0 for i in 0...@actor.equip_names.size name = @actor.equip_names[i] self.contents.draw_text(240, 24 + 28 * i, 92, 32, name) end for i in 0...data.size draw_item_name(data[i], 352, 24 + 28 * i) end #====================================================== # self.contents.draw_text(352, 16, 96, 32, BlizzCFG::EquipmentText) # draw_item_name($data_weapons[@actor.weapon_id], 352, 64) # draw_item_name($data_armors[@actor.armor1_id], 352, 96) # draw_item_name($data_armors[@actor.armor2_id], 352, 128) # draw_item_name($data_armors[@actor.armor3_id], 352, 160) # draw_item_name($data_armors[@actor.armor4_id], 352, 192) self.contents.font.color = normal_color draw_actor_parameter(@actor, 4, 96, 0) draw_actor_parameter(@actor, 4, 128, 1) draw_actor_parameter(@actor, 4, 160, 2) draw_actor_parameter(@actor, 4, 190, 7) end end end #============================================================================== # Window_DistributionPoints #============================================================================== class Window_DistributionPoints < Window_Base attr_reader :actor attr_reader :dp_left def initialize(actor) super(0, BlizzCFG::WINDOW_MODE ? 416 : 160, 224, 64) self.contents = Bitmap.new(width - 32, height - 32) if $fontface != nil self.contents.font.name = $fontface self.contents.font.size = $fontsize elsif $defaultfonttype != nil self.contents.font.name = $defaultfonttype self.contents.font.size = $defaultfontsize end self.actor = actor end def actor=(actor) @actor, @dp_left = actor, actor.dp refresh end def set_dp(value) @dp_left = actor.dp - value refresh end def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text(4, 0, 32, 32, BlizzCFG::DPName) self.contents.font.color = normal_color self.contents.draw_text(36, 0, 152, 32, "#{@dp_left} / #{@actor.dp}", 2) end end #============================================================================== # Window_Distribution #============================================================================== class Window_Distribution < Window_Selectable attr_reader :actor attr_reader :spent def initialize(actor) super(224, BlizzCFG::WINDOW_MODE ? 256 : 0, 416, 224) self.contents = Bitmap.new(width - 32, height - 32) if $fontface != nil self.contents.font.name = $fontface self.contents.font.size = $fontsize elsif $defaultfonttype != nil self.contents.font.name = $defaultfonttype self.contents.font.size = $defaultfontsize end #@words = ["Max #{$data_system.words.hp}", "Max #{$data_system.words.sp}", # $data_system.words.str, $data_system.words.dex, $data_system.words.agi, # $data_system.words.int] @words = ["Max #{$data_system.words.hp}", $data_system.words.str, $data_system.words.dex, $data_system.words.agi, $data_system.words.int] @item_max = @words.size self.actor = actor self.active, self.index = false, 0 end def actor=(actor) @actor = actor #@current = [@actor.maxhp, @actor.maxsp, @actor.str, @actor.dex, @actor.agi, # @actor.int] @current = [@actor.maxhp, @actor.str, @actor.dex, @actor.agi, @actor.int] @spent = [0, 0, 0, 0, 0] refresh end def active=(value) super(value) update_cursor_rect end def apply_new_attributes @actor.maxhp += (BlizzCFG::HP_DP_COST > 0 ? @spent[0] / BlizzCFG::HP_DP_COST : @spent[0] * -BlizzCFG::HP_DP_COST) #@actor.maxsp += (BlizzCFG::SP_DP_COST > 0 ? # @spent[1] / BlizzCFG::SP_DP_COST : @spent[1] * -BlizzCFG::SP_DP_COST) @actor.str += (BlizzCFG::STR_DP_COST > 0 ? @spent[1] / BlizzCFG::STR_DP_COST : @spent[2] * -BlizzCFG::STR_DP_COST) @actor.dex += (BlizzCFG::DEX_DP_COST > 0 ? @spent[2] / BlizzCFG::DEX_DP_COST : @spent[3] * -BlizzCFG::DEX_DP_COST) @actor.agi += (BlizzCFG::AGI_DP_COST > 0 ? @spent[3] / BlizzCFG::AGI_DP_COST : @spent[4] * -BlizzCFG::AGI_DP_COST) @actor.int += (BlizzCFG::INT_DP_COST > 0 ? @spent[4] / BlizzCFG::INT_DP_COST : @spent[5] * -BlizzCFG::INT_DP_COST) @actor.dp -= @spent.sum self.actor = @actor end def refresh self.contents.clear (0...@item_max).each {|i| draw_item(i)} end def draw_item(i) y = i * 32 self.contents.fill_rect(0, y, self.contents.width, 32, Color.new(0, 0, 0, 0)) self.contents.font.color = system_color self.contents.draw_text(4, y, 80, 32, @words[i]) self.contents.draw_text(344, y, 40, 32, BlizzCFG::DPName) self.contents.draw_text(180, y, 12, 32, '/', 1) self.contents.draw_text(192, y, 64, 32, @current[i].to_s) self.contents.font.color = normal_color if BlizzCFG::ExchangeRates[i] > 0 self.contents.draw_text(276, y, 64, 32, BlizzCFG::ExchangeRates[i].to_s, 2) elsif BlizzCFG::ExchangeRates[i] < 0 self.contents.draw_text(276, y, 64, 32, "1/" + (-BlizzCFG::ExchangeRates[i]).to_s, 2) end font, self.contents.font.name = self.contents.font.name, 'Trajan Pro' size, self.contents.font.size = self.contents.font.size, 32 bold, self.contents.font.bold = self.contents.font.bold, true self.contents.draw_text(104, y - 2, 24, 32, '«') self.contents.draw_text(244, y - 2, 24, 32, '»', 2) self.contents.font.bold = bold self.contents.font.size = size self.contents.font.bold = bold self.contents.font.color = BlizzCFG::ColorIncreased if @spent[i] > 0 current = @current[i] if BlizzCFG::ExchangeRates[i] > 0 current = (@current[i] + @spent[i] / BlizzCFG::ExchangeRates[i]) elsif BlizzCFG::ExchangeRates[i] < 0 current = (@current[i] + @spent[i] * -BlizzCFG::ExchangeRates[i]) end current = BlizzCFG::AttrLimits[i] if current > BlizzCFG::AttrLimits[i] self.contents.draw_text(116, y, 64, 32, current.to_s, 2) end def add_points(value) return false if value == 0 if BlizzCFG::ExchangeRates[index] > 0 limit = BlizzCFG::AttrLimits[index] - (@current[index] + @spent[index] / BlizzCFG::ExchangeRates[index]) remaining = (@actor.dp - @spent.sum) / BlizzCFG::ExchangeRates[index] limit = remaining if limit > remaining value = limit if value > limit elsif BlizzCFG::ExchangeRates[index] < 0 value *= -BlizzCFG::ExchangeRates[index] limit = BlizzCFG::AttrLimits[index] - (@current[index] + @spent[index] * -BlizzCFG::ExchangeRates[index]) remaining = (@actor.dp - @spent.sum) * -BlizzCFG::ExchangeRates[index] limit = remaining if limit > remaining value = limit if value > limit spent = (value - BlizzCFG::ExchangeRates[index] - 1) / -BlizzCFG::ExchangeRates[index] end if value > 0 if BlizzCFG::ExchangeRates[index] > 0 @spent[index] += value * BlizzCFG::ExchangeRates[index] elsif BlizzCFG::ExchangeRates[index] < 0 @spent[index] += spent end return true end return false end def remove_points(value) return false if value == 0 if BlizzCFG::ExchangeRates[index] > 0 limit = @spent[index] / BlizzCFG::ExchangeRates[index] value = limit if value > limit elsif BlizzCFG::ExchangeRates[index] < 0 value = @spent[index] if value > @spent[index] spent = value value *= -BlizzCFG::ExchangeRates[index] end if value > 0 if BlizzCFG::ExchangeRates[index] > 0 @spent[index] -= value * BlizzCFG::ExchangeRates[index] elsif BlizzCFG::ExchangeRates[index] < 0 @spent[index] -= spent end return true end return false end def update super return unless self.active if Input.press?(Input::R) if Input.repeat?(Input::RIGHT) if add_points(100) $game_system.se_play($data_system.cursor_se) draw_item(self.index) else $game_system.se_play($data_system.buzzer_se) end elsif Input.repeat?(Input::LEFT) if remove_points(100) $game_system.se_play($data_system.cursor_se) draw_item(self.index) else $game_system.se_play($data_system.buzzer_se) end end elsif Input.press?(Input::L) if Input.repeat?(Input::RIGHT) if add_points(10) $game_system.se_play($data_system.cursor_se) draw_item(self.index) else $game_system.se_play($data_system.buzzer_se) end elsif Input.repeat?(Input::LEFT) if remove_points(10) $game_system.se_play($data_system.cursor_se) draw_item(self.index) else $game_system.se_play($data_system.buzzer_se) end end elsif Input.repeat?(Input::RIGHT) if add_points(1) $game_system.se_play($data_system.cursor_se) draw_item(self.index) else $game_system.se_play($data_system.buzzer_se) end elsif Input.repeat?(Input::LEFT) if remove_points(1) $game_system.se_play($data_system.cursor_se) draw_item(self.index) else $game_system.se_play($data_system.buzzer_se) end end end def update_cursor_rect if @index < 0 || !self.active self.cursor_rect.empty else super end end end #============================================================================== # Window_Sure #============================================================================== class Window_Sure < Window_Command def initialize(width, commands) commands = commands.clone + [''] super @item_max, self.index = commands.size - 1, 0 self.x, self.y, self.z = 320 - self.width / 2, 240 - self.height / 2, 10000 refresh end def refresh super self.contents.font.color = system_color self.contents.draw_text(4, 0, self.contents.width - 8, 32, BlizzCFG::AreYouSure, 1) end def draw_item(i, color) self.contents.font.color = color rect = Rect.new(4, (i + 1) * 32, self.contents.width - 8, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) self.contents.draw_text(rect, @commands[i], 1) end def update_cursor_rect if @index < 0 self.cursor_rect.empty else self.cursor_rect.set(32, (@index + 1) * 32, self.contents.width - 64, 32) end end end #============================================================================== # Scene_Points #============================================================================== #============================================================================== # Scene_Points #============================================================================== class Scene_Points def initialize(classe = $scene.class) @scene = classe end def main @command_window = Window_Command.new(224, BlizzCFG::DistroCommands) @command_window.y = (BlizzCFG::WINDOW_MODE ? 256 : 0) actor = $game_party.actors[0] @status_window = Window_DistributionStatus.new(actor) @distro_window = Window_Distribution.new(actor) @dp_window = Window_DistributionPoints.new(actor) Graphics.transition loop do Graphics.update Input.update update break if $scene != self end Graphics.freeze @command_window.dispose @status_window.dispose @distro_window.dispose @dp_window.dispose end def create_confirmation_window @sure_window = Window_Sure.new(256, BlizzCFG::AreYouSureCommands) end def update if @command_window.active @command_window.update update_main_command elsif @sure_window != nil @sure_window.update update_confirmation elsif @distro_window.active @distro_window.update update_distro end end def update_main_command if Input.trigger?(Input::B) print "ESC" $game_system.se_play($data_system.cancel_se) $scene = Scene_Menu.new(0,4) elsif Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) if @command_window.index == 0 @command_window.active, @distro_window.active = false, true elsif @distro_window.spent.sum > 0 @command_window.active = false create_confirmation_window else @distro_window.index = 0 check_command_window end end end def update_confirmation if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @sure_window.dispose @sure_window, @command_window.active = nil, true elsif Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) if @sure_window.index > 0 @distro_window.apply_new_attributes if @sure_window.index == 1 check_command_window end @sure_window.dispose @sure_window, @command_window.active = nil, true end end def check_command_window case @command_window.index when 1 i = @status_window.actor.index + 1 i %= $game_party.actors.size @status_window.actor = @distro_window.actor = @dp_window.actor = $game_party.actors[i] when 2 i = @status_window.actor.index + $game_party.actors.size - 1 i %= $game_party.actors.size @status_window.actor = @distro_window.actor = @dp_window.actor = $game_party.actors[i] when 3 print "BEENDEN" $scene = Scene_Menu.new(0,4) end end def update_distro if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @command_window.active, @distro_window.active = true, false elsif Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) @command_window.active, @distro_window.active = true, false elsif Input.repeat?(Input::LEFT) || Input.repeat?(Input::RIGHT) @dp_window.set_dp(@distro_window.spent.sum) end end end #============================================================================== # Scene_Battle #============================================================================== class Scene_Battle alias main_sds_later main def main main_sds_later if BlizzCFG::AUTO_CALL && $game_party.actors.any? {|actor| actor.dp > 0} $scene = Scene_Points.new end end end #============================================================================== # Scene_Map #============================================================================== class Scene_Map alias main_sds_later main def main main_sds_later @notify.dispose if @notify != nil end alias upd_sds_later update def update check_icon if BlizzCFG::DISPLAY_ICON upd_sds_later if BlizzCFG::AUTO_MAP_CALL && $game_party.actors.any? {|actor| actor.dp > 0} $scene = Scene_Points.new end end def check_icon if $game_party.actors.any? {|actor| actor.dp > 0} if @notify == nil @notify = RPG::Sprite.new if BlizzCFG::OWN_ICON @notify.bitmap = RPG::Cache.icon(BlizzCFG::OWN_ICON) else @notify.bitmap = Bitmap.new(24, 24) @notify.bitmap.fill_rect(0, 0, 24, 24, BlizzCFG::ColorWhite) @notify.bitmap.fill_rect(22, 1, 2, 23, BlizzCFG::ColorBlack) @notify.bitmap.fill_rect(1, 22, 23, 2, BlizzCFG::ColorBlack) @notify.bitmap.set_pixel(23, 0, BlizzCFG::ColorBlack) @notify.bitmap.set_pixel(0, 23, BlizzCFG::ColorBlack) @notify.bitmap.fill_rect(2, 2, 20, 20, BlizzCFG::ColorIcon) @notify.bitmap.fill_rect(4, 10, 16, 4, BlizzCFG::ColorWhite) @notify.bitmap.fill_rect(10, 4, 4, 16, BlizzCFG::ColorWhite) @notify.opacity = BlizzCFG::ICON_OPACITY end @notify.x, @notify.y = BlizzCFG::ICON_X, BlizzCFG::ICON_Y @notify.z = 5000 @notify.blink_on end @notify.update elsif @notify != nil @notify.dispose @notify = nil end end end |
zum Lesen den Text mit der Maus markieren
Mitsch93
-
Projekte -
Tutorials & Hilfreiches aus der Eventtechnik
[Tutorial] Skills, Stats und Bosse - So erstellt ihr einen guten Bosskampf
[Tutorial] Kampf - Unendlich Gegner erscheinen lassen
[Tutorial] Kämpfe, Klassen und Balancing
[Tutorial] Entwickler Talk: Skalierungen

NPC verfolgt Held durch Türen

Pokemon- Fangskript

Monstergruppenführer

Automatisches prioritätsgesteuertes Anordnen von Bildern

Doppelte Eventfunktionen auf Map

Objekte schieben & ziehen
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »Mitsch93« (13. März 2017, 17:35)
Ich kann es gerade nicht testen und habe den Code hier im Beitragseditor geschrieben, aber reicht es nicht sowas in der Art zu machen?
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Ruby Quellcode |
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def update_main_command if Input.trigger?(Input::B) #print "ESC" if @distro_window.spent.sum > 0 @command_window.active = false options = ['Upps. Wollte garnicht Escape drücken.', 'Alles verwerfen.'] @confirm_cancle_window = Window_Sure.new(256, options) end #$game_system.se_play($data_system.cancel_se) #$scene = Scene_Menu.new(0,4) elsif Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) if @command_window.index == 0 @command_window.active, @distro_window.active = false, true elsif @distro_window.spent.sum > 0 @command_window.active = false create_confirmation_window else @distro_window.index = 0 check_command_window end end end |
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Ruby Quellcode |
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def update if @command_window.active @command_window.update update_main_command elsif @sure_window != nil @sure_window.update update_confirmation elsif @confirm_cancle_window != nil @confirm_cancle_window.update update_cancle_confirmation elsif @distro_window.active @distro_window.update update_distro end end |
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Ruby Quellcode |
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def update_cancle_confirmation if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @confirm_cancle_window.dispose @confirm_cancle_window, @command_window.active = nil, true end if Input.trigger?(Input::C) case @confirm_cancle_window.index when 0 $game_system.se_play($data_system.decision_se) when 1 $game_system.se_play($data_system.decision_se) $scene = Scene_Menu.new(0,4) end @confirm_cancle_window.dispose @confirm_cancle_window, @command_window.active = nil, true end end |
Das große Scientia Wiki zur Spielentwicklung 
Was ist das RGSS ? RGSS-Dokumentation auf Sc
Kyoshiros Makerkurs
Musik von Shabraxxx für euch
Guide zu den Audioformaten
Skripte von mir (Auswahl):
Atmungssystem
| Streichholzsystem
| Animiert durch Bücher blättern
Random : Marktsystem für Kardor
| Staterelated Battlergraphic
| Hinweis auf mögliche Aktionen
SelfSwitchExpirationtimer Skript - Gameplayerweiterung für Pilzesammler und Farmspiele
Meine Skripte werden gerade hier gesammelt.

Was ist das RGSS ? RGSS-Dokumentation auf Sc
Kyoshiros Makerkurs

Musik von Shabraxxx für euch
Guide zu den Audioformaten

Skripte von mir (Auswahl):
Atmungssystem
| Streichholzsystem
| Animiert durch Bücher blättern
Random : Marktsystem für Kardor
| Staterelated Battlergraphic
| Hinweis auf mögliche Aktionen
SelfSwitchExpirationtimer Skript - Gameplayerweiterung für Pilzesammler und Farmspiele
Meine Skripte werden gerade hier gesammelt.Benutzerinformationen überspringen
Motto: Aufgeben ist es, was den Menschen tötet. Nur der Mensch, der sich weigert aufzugeben, hat sich das Recht verdient, auf dem glanzvollen Pfad der Menschheit zu wandeln.
Gerade getestet, läuft wie gewünscht, danke!
Mitsch93
-
Projekte -
Tutorials & Hilfreiches aus der Eventtechnik
[Tutorial] Skills, Stats und Bosse - So erstellt ihr einen guten Bosskampf
[Tutorial] Kampf - Unendlich Gegner erscheinen lassen
[Tutorial] Kämpfe, Klassen und Balancing
[Tutorial] Entwickler Talk: Skalierungen

NPC verfolgt Held durch Türen

Pokemon- Fangskript

Monstergruppenführer

Automatisches prioritätsgesteuertes Anordnen von Bildern

Doppelte Eventfunktionen auf Map

Objekte schieben & ziehen
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