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1

Sonntag, 1. November 2009, 14:32

Brauche Hilfe! Suche kleines Add-On zum Itemmenü und Monstermenü!

Hallo liebe User,
ich suche ganz bestimmte Add-Ons!
Und zwar folgende:

1. Itememnü(Add-On):
Hier suche ich ein Add-On, wo die Items in Kategorien aufgeteilt sind. So ähnlich wie bei Tales of Symphonia.
Ich benutze das Itemmenü von Moghunter. Da sind die Items nur in 3 Kategorien aufgeteilt: normale Items/Waffen/Rüstungen
So sieht es aus:
Attachment 10669
Das Menü basiert auf verschiedenen Grafiken (Das Layout und das Auswahlfenster(das mit dem schwert un dem schild))
Bei dem Auswahlfenster gibt es drei verschiedene Grafiken (für jede Auswahl(normale Items/Waffen/Rüstungen)
Hier zur verdeutlichung:
Spoiler: Kategorien
Items:
Bild
Waffen:
Bild
Rüstungen:
Bild
zum Lesen den Text mit der Maus markieren

Die Bilder werden im Skript abgerufen unter den Dateinamen (Item_Com01/..02/..03)
Aber ich will jetzt zusätzlich noch Kategorien haben, und zwar folgende:
Alle Items: Hier sind alle Items aufgelistet
Heilitems: Hier sind alle Heilitems aufgelistet
Waffen: Hier sind alle Waffen (Scchwerter/Äxte/...) aufgelistet
Rüstungen: Hier sind alle Rüstungen aufgelistet
Helme: Hier sind alle Helme aufgelistet
Schilde: Hier sind alle Schilde aufgelistet
Accesoires: Hier sind alle Accesoirs (Amulette/Ringe/...) aufgelistet
Kochitems: Hier sind alle Kochitems aufgelistet.
Schmiedeitems: Hier sind alle Schmiedeitems aufgelistet
Wervolle Items: Hier sind alle wertvollen Items aufgelistet

Die Grafiken werden dann auch wie oben Item_Com01/..02/..03/..04/..05/..06/..07/..08/..09/..10 heißen.
Und um einzustellen, welches Item in welche Kategorie kommt, könnte man es per "Element" machen.
Also das ich in der Database folgende Elemente erstelle:
Alle Items
Heilitems
Waffen
Rüstungen
Helme
Schilde
Accesoires
Kochitems
Schmiedeitems
Wervolle Items

Und dann bei z.B. Heiltrank (=Heilitem) ein Häckchen bei Heilitems mache.
Bei Eisenschwert (=Waffe) ein Häckchen bei Waffen mache.
usw...

Diese "Elemente" werden dann im Skript, den jeweiligen Grafiken zugeordnet, also wenn ich auf das Symbol für Schilde bin, kommen nur Items, die ein Häckchen bei Schilde haben.
Oder wenn ich auf das Symbol für Kochitems bin, kommen nur items, die ein Häckchen bei Kochitems haben.
usw...

Okay, und nun das Skript:
Spoiler: Itemmenüskript

Ruby Quellcode

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#_______________________________________________________________________________
# MOG Scene Item Laura V1.2        
#_______________________________________________________________________________
# By Moghunter  
# http://www.atelier-rgss.com
#_______________________________________________________________________________
module MOG
#Transition Time.
MNIT = 20
#Transition Type(Name).
MNITT = "1021_Autor_unbekannt_000015-9S-Transition15"  
end
$mogscript = {} if $mogscript == nil
$mogscript["menu_laura"] = true
###############
# Window_Base #
###############
class Window_Base < Window
def nada
face = RPG::Cache.picture(actor.name + "_Fcitem") rescue nada
end
def drw_heroface1(actor,x,y)
face = RPG::Cache.picture(actor.name + "_Fcitem") rescue nada
cw = face.width 
ch = face.height 
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x , y - ch, face, src_rect)
end   
def draw_maphp3(actor, x, y)
back = RPG::Cache.picture("BAR0")
cw = back.width  
ch = back.height 
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, back, src_rect)
meter = RPG::Cache.picture("HP_Bar")
cw = meter.width  * actor.hp / actor.maxhp
ch = meter.height 
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
text = RPG::Cache.picture("HP_Tx")
cw = text.width  
ch = text.height 
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 35, y - ch + 30, text, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 81, y - 1, 48, 32, actor.hp.to_s, 2)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 80, y - 2, 48, 32, actor.hp.to_s, 2)
end  
def draw_mapsp3(actor, x, y)
back = RPG::Cache.picture("BAR0")
cw = back.width  
ch = back.height 
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, back, src_rect)
meter = RPG::Cache.picture("SP_Bar")
cw = meter.width  * actor.sp / actor.maxsp
ch = meter.height 
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
text = RPG::Cache.picture("SP_Tx")
cw = text.width  
ch = text.height 
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 35, y - ch + 30, text, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 81, y - 1, 48, 32, actor.sp.to_s, 2)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 80, y - 2, 48, 32, actor.sp.to_s, 2)
end  
def draw_mexp_it(actor, x, y)
lv_tx = RPG::Cache.picture("LV_tx")
cw = lv_tx.width 
ch = lv_tx.height 
src_rect = Rect.new(0, 0, cw, ch)
self.contents.blt(x + 60 , y - ch + 32, lv_tx, src_rect)
self.contents.font.color = Color.new(0,0,0,255)
self.contents.draw_text(x + 101, y + 5, 24, 32, actor.level.to_s, 1)
self.contents.font.color = Color.new(255,255,255,255)
self.contents.draw_text(x + 100, y + 4, 24, 32, actor.level.to_s, 1)
end
def draw_actor_state_it(actor, x, y, width = 80)
text = make_battler_state_text(actor, width, true)
self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
self.contents.draw_text(x, y, width, 32, text,1)
end
end
######################
# Window_Target_Item #
######################
class Window_Target_Item < Window_Selectable
  def initialize
super(0, 130, 280, 300)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Times New Roman"
self.z += 10
@item_max = $game_party.actors.size
refresh
  end
  def refresh
self.contents.clear
for i in 0...$game_party.actors.size
  x = 4
  y = i * 65
  actor = $game_party.actors[i]
  drw_face(actor,x,y + 55)
  if $mogscript["TP_System"] == true
  draw_actor_tp(actor, x + 168, y + 27 ,4)
  else  
  draw_mexp_it(actor, x + 110, y + 25 )
  end
  draw_actor_state_it(actor, x + 165, y )
  draw_maphp3(actor, x + 20, y + 0)
  draw_mapsp3(actor, x + 20, y + 32)
end
  end
  def update_cursor_rect
if @index <= -2
  self.cursor_rect.set(0, (@index + 10) * 65, self.width - 32, 60)
elsif @index == -1
  self.cursor_rect.set(0, 0, self.width - 32, @item_max * 64 )
else
  self.cursor_rect.set(0, @index * 65, self.width - 32, 60)
end
  end
end
############
# Type_Sel #
############
class Type_Sel < Window_Base
  attr_reader   :index                
  attr_reader   :help_window        
  def initialize(x, y, width, height)
super(x, y, width, height)
@item_max = 1
@column_max = 1
@index = -1
  end
  def index=(index)
@index = index
  end
  def row_max
return (@item_max + @column_max - 1) / @column_max
  end
  def top_row
return self.oy / 32
  end
  def top_row=(row)
if row < 0
  row = 0
end
if row > row_max - 1
  row = row_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
super
if self.active and @item_max > 0 and @index >= 0
  if Input.repeat?(Input::RIGHT)
    if (@column_max == 1 and Input.trigger?(Input::RIGHT)) or
       @index < @item_max - @column_max
      $game_system.se_play($data_system.cursor_se)
      @index = (@index + @column_max) % @item_max
    end
  end
  if Input.repeat?(Input::LEFT)
    if (@column_max == 1 and Input.trigger?(Input::LEFT)) or
       @index >= @column_max
      $game_system.se_play($data_system.cursor_se)
      @index = (@index - @column_max + @item_max) % @item_max
    end
  end
end 
  end
end
###############
# Window_Type #
###############
class Window_Type < Type_Sel
  def initialize
super(0, 0, 0, 0)
@item_max = 3
self.index = 0
  end
end
##################
# Window_Item_Ex #
##################
class Window_Item_Ex < Window_Selectable 
  def initialize
super(250, 50, 295, 350)
@column_max = 1
refresh
self.index = 0
if $game_temp.in_battle
  self.y = 64
  self.height = 256
  self.back_opacity = 160
end
  end
  def item
return @data[self.index]
  end
  def refresh
if self.contents != nil
  self.contents.dispose
  self.contents = nil
end
@data = []
for i in 1...$data_items.size
  if $game_party.item_number(i) > 0
    @data.push($data_items[i])
  end
end
@item_max = @data.size
if @item_max > 0
  self.contents = Bitmap.new(width - 32, row_max * 32)
  for i in 0...@item_max
    draw_item(i)
  end
end
  end
  def draw_item(index)
item = @data[index]
case item
when RPG::Item
  number = $game_party.item_number(item.id)
end
if item.is_a?(RPG::Item) and
   $game_party.item_can_use?(item.id)
  self.contents.font.color = normal_color
else
  self.contents.font.color = disabled_color
end
x = 4 + index % 1 * (288 + 32)
y = index / 1 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.font.name = "Times New Roman"
bitmap = RPG::Cache.icon(item.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24 + 8, 24 + 8), opacity)
self.contents.draw_text(x + 28, y, 190, 32, item.name, 0)
self.contents.draw_text(x + 215, y, 16, 32, ":", 1)
self.contents.draw_text(x + 230, y, 24, 32, number.to_s, 2)
  end
  def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
  end
end
#################
# Window_Weapon #
#################
class Window_Weapon < Window_Selectable 
  def initialize
super(250, 50, 295, 350)
@column_max = 1
refresh
self.index = 0
 if $game_temp.in_battle
  self.y = 64
  self.height = 256
  self.back_opacity = 160
end
  end
  def item
return @data[self.index]
  end
  def refresh
if self.contents != nil
  self.contents.dispose
  self.contents = nil
end
@data = []
  for i in 1...$data_weapons.size
    if $game_party.weapon_number(i) > 0
      @data.push($data_weapons[i])
    end
  end
@item_max = @data.size
if @item_max > 0
  self.contents = Bitmap.new(width - 32, row_max * 32)
  for i in 0...@item_max
    draw_item(i)
  end
end
  end
  def draw_item(index)
item = @data[index]
case item
when RPG::Weapon
  number = $game_party.weapon_number(item.id)
end
if item.is_a?(RPG::Item) and
   $game_party.item_can_use?(item.id)
  self.contents.font.color = normal_color
else
  self.contents.font.color = disabled_color
end
x = 4 + index % 1 * (288 + 32)
y = index / 1 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.font.name = "Georgia"
bitmap = RPG::Cache.icon(item.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24 + 8, 24 + 8), opacity)
self.contents.draw_text(x + 28, y, 190, 32, item.name, 0)
self.contents.draw_text(x + 215, y, 16, 32, ":", 1)
self.contents.draw_text(x + 230, y, 24, 32, number.to_s, 2)
  end
  def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
  end
end
################
# Window_Armor #
################
class Window_Armor < Window_Selectable 
  def initialize
super(250, 50, 295, 350)
@column_max = 1
refresh
self.index = 0
if $game_temp.in_battle
  self.y = 64
  self.height = 256
  self.back_opacity = 160
end
  end
  def item
return @data[self.index]
  end
  def refresh
if self.contents != nil
  self.contents.dispose
  self.contents = nil
end
@data = []
  for i in 1...$data_armors.size
    if $game_party.armor_number(i) > 0
      @data.push($data_armors[i])
    end
  end
@item_max = @data.size
if @item_max > 0
  self.contents = Bitmap.new(width - 32, row_max * 32)
  for i in 0...@item_max
    draw_item(i)
  end
end
  end
  def draw_item(index)
item = @data[index]
case item
when RPG::Armor
  number = $game_party.armor_number(item.id)
end
if item.is_a?(RPG::Item) and
   $game_party.item_can_use?(item.id)
  self.contents.font.color = normal_color
else
  self.contents.font.color = disabled_color
end
x = 4 + index % 1 * (288 + 32)
y = index / 1 * 32
rect = Rect.new(x, y, self.width / @column_max - 32, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.font.name = "Georgia"
bitmap = RPG::Cache.icon(item.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24 + 8, 24 + 8), opacity)
self.contents.draw_text(x + 28, y, 190, 32, item.name, 0)
self.contents.draw_text(x + 215, y, 16, 32, ":", 1)
self.contents.draw_text(x + 230, y, 24, 32, number.to_s, 2)
  end
  def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
  end
end
##############
# Scene_Item #
##############
class Scene_Item
  def main
@back = Plane.new
@back.bitmap = RPG::Cache.picture("MN_BK.png")
@back.z = 100
@item_lay = Sprite.new
@item_lay.bitmap = RPG::Cache.picture("Item_lay")
@item_lay.z = 100
@item_com = Sprite.new
@item_com.bitmap = RPG::Cache.picture("Item_com01")
@item_com.z = 100
@type = Window_Type.new
@type.opacity = 0
@type.visible = false
@help_window = Window_Help.new
@help_window.y = 405
@item_window = Window_Item_Ex.new
@item_window.help_window = @help_window
@item_window.visible = true
@item_window.active = true
@weapon_window = Window_Weapon.new
@weapon_window.help_window = @help_window
@weapon_window.visible = false 
@weapon_window.active = true
@armor_window = Window_Armor.new
@armor_window.help_window = @help_window
@armor_window.visible = false 
@armor_window.active = true
@target_window = Window_Target_Item.new
@target_window.x = -300
@target_window.active = false
@help_window.opacity = 0
@help_window.x = -200
@help_window.contents_opacity = 0
@item_window.opacity = 0
@weapon_window.opacity = 0
@armor_window.opacity = 0
@target_window.opacity = 0
@weapon_window.x = 640
@armor_window.x = 640
@item_window.x = 640   
@weapon_window.contents_opacity = 0
@armor_window.contents_opacity = 0
@item_window.contents_opacity = 0  
Graphics.transition(MOG::MNIT, "Graphics/Transitions/" + MOG::MNITT)
loop do
  Graphics.update
  Input.update
  update
  if $scene != self
    break
  end
end
for i in 0..30
@weapon_window.x += 20
@armor_window.x += 20
@item_window.x += 20   
@weapon_window.contents_opacity -= 15
@armor_window.contents_opacity -= 15
@item_window.contents_opacity -= 15 
@item_lay.zoom_x += 0.2
@item_lay.opacity -= 15
@item_com.zoom_y += 0.2
@item_com.opacity -= 15
@target_window.x -= 15
@help_window.contents_opacity -= 15
@back.ox += 1
Graphics.update  
end  
Graphics.freeze
@help_window.dispose
@item_window.dispose
@weapon_window.dispose
@armor_window.dispose
@target_window.dispose
@item_lay.dispose
@back.dispose
@item_com.dispose
@type.dispose
  end
  def update
if @target_window.active == true
   @target_window.visible = true
if @target_window.x < 0
   @target_window.x += 20
elsif @target_window.x >= 0
   @target_window.x = 0  
end  
else
if @target_window.x > -300
   @target_window.x -= 20
elsif @target_window.x >= -300
   @target_window.x = -300
   @target_window.visible = false
end 
end
if @help_window.x < 0
@help_window.x += 10
@help_window.contents_opacity += 15
elsif @help_window.x >= 0
@help_window.x = 0
@help_window.contents_opacity = 255
end
if @item_window.x > 250
@weapon_window.x -= 20
@armor_window.x -= 20
@item_window.x -= 20   
@weapon_window.contents_opacity += 15
@armor_window.contents_opacity += 15
@item_window.contents_opacity += 15
elsif  @item_window.x <= 250
@weapon_window.x = 250
@armor_window.x = 250
@item_window.x = 250   
@weapon_window.contents_opacity = 250
@armor_window.contents_opacity = 250
@item_window.contents_opacity = 250  
end 
if @target_window.active == false
if Input.trigger?(Input::RIGHT) or Input.trigger?(Input::LEFT) or
   Input.press?(Input::RIGHT) or  Input.press?(Input::LEFT)
@weapon_window.x = 640
@armor_window.x = 640
@item_window.x = 640   
@weapon_window.contents_opacity = 0
@armor_window.contents_opacity = 0
@item_window.contents_opacity = 0   
end
if Input.trigger?(Input.dir4) or Input.trigger?(Input.dir4) or
   Input.trigger?(Input::L) or Input.trigger?(Input::R)  
@help_window.x = -200
@help_window.contents_opacity = 0
end  
end
@back.ox += 1
@help_window.update
@item_window.update
@weapon_window.update
@armor_window.update
@target_window.update
@type.update
case @type.index
when 0
@item_com.bitmap = RPG::Cache.picture("Item_com01")
if @target_window.active == true
  update_target
  @item_window.active = false  
  @type.active = false
  return
else   
  @item_window.active = true
  @type.active = true
end
@weapon_window.active = false
@armor_window.active = false
@item_window.visible = true
@weapon_window.visible = false
@armor_window.visible = false
when 1 
@item_com.bitmap = RPG::Cache.picture("Item_com02")
@item_window.active = false
@weapon_window.active = true
@armor_window.active = false
@item_window.visible = false
@weapon_window.visible = true
@armor_window.visible = false
when 2
@item_com.bitmap = RPG::Cache.picture("Item_com03")   
@item_window.active = false
@weapon_window.active = false
@armor_window.active = true
@item_window.visible = false
@weapon_window.visible = false
@armor_window.visible = true
end
if @item_window.active
  update_item
  return
end
if @weapon_window.active
  update_weapon
  return
end
if @armor_window.active
  update_armor
  return
end
  end
  def update_weapon
if Input.trigger?(Input::B)
  $game_system.se_play($data_system.cancel_se)
  $scene = Scene_Menu.new(0)
  return
end
  end
  def update_armor
if Input.trigger?(Input::B)
  $game_system.se_play($data_system.cancel_se)
  $scene = Scene_Menu.new(0)
  return
end
  end
  def update_item
if Input.trigger?(Input::B)
  $game_system.se_play($data_system.cancel_se)
  $scene = Scene_Menu.new(0)
  return
end
if Input.trigger?(Input::C)
  @item = @item_window.item
  unless @item.is_a?(RPG::Item)
    $game_system.se_play($data_system.buzzer_se)
    return
  end
  unless $game_party.item_can_use?(@item.id)
    $game_system.se_play($data_system.buzzer_se)
    return
  end
  $game_system.se_play($data_system.decision_se)
  if @item.scope >= 3
    @item_window.active = false
    @target_window.x = (@item_window.index + 1) % 1 * 304
    @target_window.active = true
    @target_window.x = -350          
    if @item.scope == 4 || @item.scope == 6
      @target_window.index = -1
    else
      @target_window.index = 0
    end
  else
    if @item.common_event_id > 0
      $game_temp.common_event_id = @item.common_event_id
      $game_system.se_play(@item.menu_se)
      if @item.consumable
        $game_party.lose_item(@item.id, 1)
        @item_window.draw_item(@item_window.index)
      end
      $scene = Scene_Map.new
      return
    end
  end
  return
end
  end
  def update_target
if Input.trigger?(Input::B)
  $game_system.se_play($data_system.cancel_se)
  unless $game_party.item_can_use?(@item.id)
    @item_window.refresh
  end
  @item_window.active = true
  @target_window.active = false
  return
end
if Input.trigger?(Input::C)
  if $game_party.item_number(@item.id) == 0
    $game_system.se_play($data_system.buzzer_se)
    return
  end
  if @target_window.index == -1
    used = false
    for i in $game_party.actors
      used |= i.item_effect(@item)
    end
  end
  if @target_window.index >= 0
    target = $game_party.actors[@target_window.index]
    used = target.item_effect(@item)
  end
  if used
    $game_system.se_play(@item.menu_se)
    if @item.consumable
      $game_party.lose_item(@item.id, 1)
      @item_window.draw_item(@item_window.index)
    end
    @target_window.refresh
    if $game_party.all_dead?
      $scene = Scene_Gameover.new
      return
    end
    if @item.common_event_id > 0
      $game_temp.common_event_id = @item.common_event_id
      $scene = Scene_Map.new
      return
    end
  end
  unless used
    $game_system.se_play($data_system.buzzer_se)
  end
  return
end
  end
end
zum Lesen den Text mit der Maus markieren


2. Monsterbuch(Add-On):(Erledigt!)
Danke an Playm! =)

So, das wars! Es wäre super nett, wenn mir jemand dabei helfen würde, es gäbe auch einen dicken Crediteintrag!
Bei Fragen, Problemen, oder wenn was nicht verständlich ist, könnt ihr hier posten!


~Kratos
  • Mein Rechner

    Mein System
    CPU: AMD FX-6100 (6x 3.3 GHz)
    Arbeitsspeicher:
    16 GB 1333MHz-Ram
    GPU:
    AMD HD 7750
    Festplatte:
    1,25 TB intern
  • Fähigkeiten

    • RPG Maker
      Story: :star::star::star::star-empty::star-empty:
      Mapping: :star::star::star::star::star-half:
      Events: :star::star::star::star::star-empty:
      Grafik: :star::star::star::star::star:
      Skripten: :star-half::star-empty::star-empty::star-empty::star-empty:
      Pixeln: :star::star-empty::star-empty::star-empty::star-empty:
    • Multimedia
      Grafikdesign: :star::star::star::star::star:
      Webdesign: :star::star::star::star-half::star-empty:
      Videobearbeitung:
      - Effekte:
      :star::star::star::star::star:
      - Schneiden: :star::star::star::star::star-half:
      3D Animationen/Modelling: :star::star::star::star-empty::star-empty:
      Programmieren: :star::star::star-empty::star-empty::star-empty:

Dieser Beitrag wurde bereits 2 mal editiert, zuletzt von »Mawo Digital« (3. November 2009, 19:53)


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