-
Posts
81 -
Joined
-
Last visited
Content Type
Profiles
Forums
Calendar
Posts posted by raffy2010
-
-
Con la modifica che ho fatto i bgm sono sempre abilitati, quindi puoi anche evitare di di scrivere ad ogni riga
:bgm_enable => true
-
Sono finalmente tornato su questo forum che da ragazzino amavo alla follia. L'ho trovato molto cambiato sia dal punto di vista grafico sia per i tantissimi tool che sono stati aggiunti.
Da piccolo avevo tanto tempo ma non avevo le competenze per scriptare, adesso ho le competenze ma non il tempo xD -
Mmm... Ho dato un'occhiata allo script ma al momento non riesco a vedere l'errore. Ti do una bella checklist di controlli che puoi fare:
- Controlla che il file abbia estensione .ogg (scaricare un file bgm.mp3 e rinominarlo in bgm.ogg non è una conversione)
- Controlla se RPG Maker riproduce in modo corretto l'audio dalla GUI. Prova ad esempio a mettere quel bgm che vuoi suonare nel menù in una mappa
- Controlla se hai scritto bene il nome del file (ma credo di sì perché sono abbastanza sicuro che altrimenti crasherebbe)
Se nessuno dei metodi funziona prova a cerca questa linea:
Sound.play_bgm_worldmap if DAI::WORLDMAP::BGM_ENABLEDE sostituiscila con
Sound.play_bgm_worldmapEDIT: Se ancora non dovesse funzionare cerchiamo di debuggare insieme
-
On 11/3/2024 at 7:59 PM, nickk.c said:
Ciao a tutti, vorrei chiedere se è possibile modificare questo script in modo tale da poter cambiare durante il gioco sia l'immagine della mappa del mondo che il BGM. Grazie in anticipo :D
Ciao,
al momento non posso testare il codice, ma ho preparato una modifica che dovrebbe permetterti di cambiare sia l'immagine della mappa del mondo (World Map) che la musica di sottofondo (BGM) durante il gioco. Fammi sapere se funziona o se riscontri qualche errore.
Spoiler=begin -------------------------------------------------------------------------------- DNI IMAGE WORLD MAP SYSTEM Author: DaiNekoIchi (Dai Ichi) Site: http://dainekoichi.blogspot.com/ Version: 1.0 Please give credit if used~! -------------------------------------------------------------------------------- Updates: 2015.10.13 - V1.0 2015.10.11 - Started script -------------------------------------------------------------------------------- Introduction: This script recreates a world map system that uses an image file. Users can define locations(map points). This also features a 'fast travel' menu for those who feel that moving around with a cursor is dragging and boring. -------------------------------------------------------------------------------- Instructions: From RPG Maker VX Ace... 1.) Press F11 or Tools -> Script Editor... 2.) Copy/paste this script to an open slot blow ▼ Materials and above ▼ Main 3.) Save. -------------------------------------------------------------------------------- Usage Ingame: - When the scene is called, press the directional keys to move around. - For fast travel (if enabled), press A (Shift) -------------------------------------------------------------------------------- Script Calls: - To call the World Map scene, use the following script: > call_worldmap('location_name') ...replace location_name with the actual location name (from the map points) - To unlock/enable/disable a location, use the following scripts: > unlock_location('location_name') > enable_location('location_name') > disable_location('location_name') Optionally, you can unlock a location in a disabled state: > unlock_location('location_name',false) - You can also check if a location is unlocked or enabled: > location_unlocked?('location_name') > location_enabled?('location_name') - To change the World Map picutre, use the following script: > change_world_map_image("picture") -------------------------------------------------------------------------------- Compatibility: This should be compatible with almost all other scripts. Contact me if there are any problems. -------------------------------------------------------------------------------- Terms and Conditions: This script cannot be reposted in other places without permission. Give credit if this script is used in your game. Free for non-commercial use. NOT YET AVAILABLE for commercial use. -------------------------------------------------------------------------------- =end $current_world_map = 0 $imported = {} if $imported.nil? $imported["Dai-WorldMap"] = true #=============================================================================== # [CONFIG START] LET THE CONFIGURATION BEGIN! #=============================================================================== module DAI module WORLDMAP #--------------------------------------------------------------------------- # CURSOR_IMAGE: The image file of the cursor # CURSOR_ORIGIN: The point of origin of your cursor image [x,y] # CURSOR_SPEED: Self-explanatory # CURSOR_MARGIN: Margin of the cursor so that it wouldn't reach the edge of # the screen. #--------------------------------------------------------------------------- CURSOR_IMAGE = 'WM_Cursor' CURSOR_ORIGIN = [0,23] CURSOR_SPEED = 5 CURSOR_MARGIN = 0 #--------------------------------------------------------------------------- # LOCDISP_ENABLED: Show the name of the location when hovering into one? # LOCDISP_OFFSET: Offset of the location name when displayed [x,y] #--------------------------------------------------------------------------- LOCDISP_ENABLED = true LOCDISP_OFFSET = [0,12] #--------------------------------------------------------------------------- # GOTOLOC_TEXT: Text that will be shown when confirming entry to location. # GOTOLOC_YES: "Yes" command text # GOTOLOC_NO: "No" command text #--------------------------------------------------------------------------- GOTOLOC_TEXT = '%s' GOTOLOC_YES = 'Go' GOTOLOC_NO = 'Cancel' #--------------------------------------------------------------------------- # FT_ENABLED: Allow Fast Travel menu? # FT_LABEL: Fast Travel label text shown above the menu # FT_LABEL_ALIGNMENT: The alignment of the FT label # FT_OPTIONS_ALIGNMENT: The alignment of the FT options #--------------------------------------------------------------------------- FT_ENABLED = true FT_LABEL = 'Fast Travel' FT_LABEL_ALIGNMENT = 0 FT_OPTIONS_ALIGNMENT = 1 #--------------------------------------------------------------------------- # MAP_DEFAULT_X: Default X coordinate of a map when from an unknown location # MAP_DEFAULT_Y: Same as above but for Y coordinate # MAP_SCROLL_SPEED: The scroll speed of the map when the cursor reaches # the margin. #--------------------------------------------------------------------------- MAP_DEFAULT_X = Graphics.width / 2 MAP_DEFAULT_Y = Graphics.height / 2 MAP_SCROLL_SPEED = 5 #--------------------------------------------------------------------------- # Here is where Map Points (locations) are configured. # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # :name => self-explanatory # :map_x => X coord of the location on the map # :map_y => Y coord of the location on the map # :map_icon_index => Index of the icon that will be shown in the map # :transfer_mapid => Map ID of where the player will be transfered to # :transfer_x => X coordinate of where the player will be transfered to # :transfer_y => Same as above but for Y coordinate # :transfer_f => Where the player will face when transfered # (NumPad style, 2 for down, 4 for left, etc.) # :default => Is the location unlocked at the beginning? #--------------------------------------------------------------------------- MAPS = [ # Map 0 {:map_points => [], :map_image => 'Picture', :bgm_properties => ['Theme1',70,100], :bgm_enable => true}, # Map 1 {:map_points => [], :map_image => 'Picture', :bgm_properties => ['Theme1',70,100], :bgm_enable => true}, # Map 2 {:map_points => [], :map_image => 'Picture', :bgm_properties => ['Theme1',70,100], :bgm_enable => true}, ] MAPS[0][:map_points].push({:name=>'Name', :map_x => 439, :map_y => 224, :map_icon_index => 1508, :transfer_mapid => 1, :transfer_x => 8, :transfer_y => 6, :transfer_f => 2, :default => false}); #=============================================================================== # [CONFIG END] #------------------------------------------------------------------------------- # [WARNING] # Do NOT, and I repeat, do NOT edit anything below this part unless you know # what you're doing. I won't be responsible if your computer blows up just # because you tinkered with some code and made impossibly fatal errors. #=============================================================================== end end module Sound def self.play_bgm_worldmap props = DAI::WORLDMAP::MAPS[$current_world_map][:bgm_properties] Audio.bgm_play('Audio/BGM/' + props[0],props[1],props[2]) end end class Game_Temp attr_reader :iwm_location alias_method :dni_iwm_init, :initialize def initialize dni_iwm_init @iwm_location = '' end def set_iwm_location(locname) @iwm_location = locname end def get_iwm_location @iwm_location end end class Game_Party attr_accessor :locations alias_method :dni_iwm_init, :initialize def initialize dni_iwm_init @locations = Hash.new for loc in DAI::WORLDMAP::MAPS[$current_world_map][:map_points] @locations[loc[:name]] = true if loc[:default] == true end end end class Game_Interpreter def fadeout_all(time = 1000) #RPG::BGM.fade(time) RPG::BGS.fade(time) RPG::ME.fade(time) Graphics.fadeout(time * Graphics.frame_rate / 1000) RPG::BGM.stop RPG::BGS.stop RPG::ME.stop end def call_worldmap(locname='') $game_temp.set_iwm_location(locname) fadeout_all SceneManager.call(Scene_WorldMap) end def unlock_location(locname,enabled=true) for loc in DAI::WORLDMAP::MAPS[$current_world_map][:map_points] if loc[:name] == locname $game_party.locations[locname] = enabled return end end end def enable_location(locname) if $game_party.locations.keys.include?(locname) $game_party.locations[locname] = true end end def disable_location(locname) if $game_party.locations.keys.include?(locname) $game_party.locations[locname] = false end end def location_unlocked?(locname) $game_party.locations.keys.include?(locname) end def location_enabled?(locname) if $game_party.locations.keys.include?(locname) $game_party.locations[locname] end false end end class Window_WorldMapFTLabel < Window_Base def initialize x = Graphics.width - 250 y = 0 width = 250 height = fitting_height(1) super(x,y,width,height) self.openness = 0 refresh end def alignment DAI::WORLDMAP::FT_LABEL_ALIGNMENT end def refresh contents.clear draw_text(0,0,contents.width,line_height,DAI::WORLDMAP::FT_LABEL,alignment) end end class Window_WorldMapFTCmd < Window_Command def initialize(x,y) super deactivate self.openness = 0 end def window_width 250 end def alignment DAI::WORLDMAP::FT_OPTIONS_ALIGNMENT end def window_height Graphics.height - fitting_height(1) end def make_command_list for location in $game_party.locations.keys.sort add_command(location,nil) end end end class Window_WorldMapConfirmCmd < Window_HorzCommand def initialize x = (Graphics.width - window_width)/2 y = (Graphics.height - window_height)/2 + fitting_height(1)/2 super(x,y) deactivate self.openness = 0 end def window_width return Graphics.width * 2 / 3 end def col_max return 2 end def make_command_list add_command(DAI::WORLDMAP::GOTOLOC_YES,:enter) add_command(DAI::WORLDMAP::GOTOLOC_NO,:exit) end end class Window_WorldMapConfirmMsg < Window_Base def initialize width = Graphics.width * 2 / 3 height = fitting_height(1) x = (Graphics.width - width) / 2 y = (Graphics.height - height) / 2 - fitting_height(1)/2 super(x,y,width,height) self.openness = 0 end def open(locname='') super() @locname = locname refresh end def refresh contents.clear text = sprintf(DAI::WORLDMAP::GOTOLOC_TEXT,@locname) draw_text(0,0,contents.width,line_height,text,1) end end class Scene_WorldMap < Scene_Base def draw_icon(icon_index, x, y, enabled=true) sprite = Sprite.new sprite.bitmap = Bitmap.new(24,24) bitmap = Cache.system("Iconset") rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24) sprite.bitmap.blt(0, 0, bitmap, rect, enabled ? 255 : 160) sprite.ox = 11 sprite.oy = 11 sprite.x = x sprite.y = y sprite.viewport = @map_viewport return sprite end def start super Sound.play_bgm_worldmap if DAI::WORLDMAP::MAPS[$current_world_map][:bgm_enabled] @mode = 'map' make_map make_locations make_locdisp make_cursor make_confirm_windows make_ft_windows loc = get_location_item($game_temp.get_iwm_location) cursor_to_location(loc) if loc != nil end def update super bool1 = Input.dir8 != 0 && @mode == 'map' bool2 = get_cursor_hor_edge != 0 || get_cursor_ver_edge != 0 update_input update_map if bool2 update_cursor if bool1 update_locdisp if bool1 || bool2 end def terminate super @locdisp.dispose end def get_location_item(locname) for location in DAI::WORLDMAP::MAPS[$current_world_map][:map_points] return location if location[:name] == locname end return nil end def cursor_to_location(loc) new_ox = loc[:map_x] - Graphics.width / 2 new_oy = loc[:map_y] - Graphics.height / 2 @map_viewport.ox = [[0,new_ox].max,@map.width - Graphics.width].min @map_viewport.oy = [[0,new_oy].max,@map.height - Graphics.height].min @cursor.x = loc[:map_x] - @map_viewport.ox @cursor.y = loc[:map_y] - @map_viewport.oy update_locdisp end def update_map_ft loc = get_location_item(@window_ftcmd.current_data[:name]) cursor_to_location(loc) end alias_method :dni_iwm_return_scene, :return_scene def return_scene fadeout_all dni_iwm_return_scene $game_map.autoplay end def update_input if @mode == 'map' return_scene if Input.trigger?(:B) confirm_location if Input.trigger?(:C) ft_mode if Input.trigger?(:A) && DAI::WORLDMAP::FT_ENABLED #RPG::SE.new("INT_Ope", 100, 100).play elsif @mode == 'ft' && (Input.trigger?(:DOWN) || Input.trigger?(:UP)) update_map_ft end end def ft_mode @mode = 'ft' @window_ftlab.open @window_ftcmd.open @window_ftcmd.activate update_map_ft end def confirm_location if @locname != '' if $game_party.locations[@locname] == true Sound.play_ok @mode = 'confirm' @window_confmsg.open(@locname) @window_confcmd.open @window_confcmd.activate else Sound.play_buzzer end end end def update_locdisp @locdisp.bitmap.clear for location in @map_locations.keys orig_x = @map_locations[location].x - @map_viewport.ox orig_y = @map_locations[location].y - @map_viewport.oy bool1 = (@cursor.x - orig_x).abs <= 12 bool2 = (@cursor.y - orig_y).abs <= 12 if bool1 && bool2 @locname = location @locdisp.bitmap.draw_text(0,0,@locdisp.width,24,location,1) @locdisp.x = @cursor.x + DAI::WORLDMAP::LOCDISP_OFFSET[0] @locdisp.y = @cursor.y + DAI::WORLDMAP::LOCDISP_OFFSET[1] return end end @locname = '' end def on_confirmcmd_ok loc = get_location_item(@locname) $game_player.reserve_transfer(loc[:transfer_mapid], loc[:transfer_x], loc[:transfer_y], loc[:transfer_f]) $game_player.perform_transfer return_scene end def on_confirmcmd_cancel @window_confmsg.close @window_confcmd.close @window_confcmd.deactivate @mode = 'map' end def on_ftcmd_exit @window_ftlab.close @window_ftcmd.close @window_ftcmd.deactivate @mode = 'map' end def update_cursor if Input.dir8 != 0 case Input.dir8 when 1,4,7 @cursor.x -= DAI::WORLDMAP::CURSOR_SPEED when 3,6,9 @cursor.x += DAI::WORLDMAP::CURSOR_SPEED end case Input.dir8 when 7,8,9 @cursor.y -= DAI::WORLDMAP::CURSOR_SPEED when 1,2,3 @cursor.y += DAI::WORLDMAP::CURSOR_SPEED end end margin = DAI::WORLDMAP::CURSOR_MARGIN @cursor.x = [[margin,@cursor.x].max,Graphics.width - margin].min @cursor.y = [[margin,@cursor.y].max,Graphics.height - margin].min end def update_map scroll_spd = DAI::WORLDMAP::MAP_SCROLL_SPEED case get_cursor_hor_edge when -1 @map_viewport.ox -= scroll_spd when 1 @map_viewport.ox += scroll_spd end @map_viewport.ox = [[0,@map_viewport.ox].max,@map.width - Graphics.width].min case get_cursor_ver_edge when -1 @map_viewport.oy -= scroll_spd when 1 @map_viewport.oy += scroll_spd end @map_viewport.oy = [[0,@map_viewport.oy].max,@map.height - Graphics.height].min end def get_cursor_hor_edge margin = DAI::WORLDMAP::CURSOR_MARGIN return -1 if @cursor.x == margin return 1 if @cursor.x == Graphics.width - margin return 0 end def get_cursor_ver_edge margin = DAI::WORLDMAP::CURSOR_MARGIN return -1 if @cursor.y == margin return 1 if @cursor.y == Graphics.height - margin return 0 end def make_ft_windows @window_ftlab = Window_WorldMapFTLabel.new x = Graphics.width - 250 y = @window_ftlab.height @window_ftcmd = Window_WorldMapFTCmd.new(x,y) @window_ftcmd.set_handler(:ok, method(:on_ftcmd_exit)) @window_ftcmd.set_handler(:cancel, method(:on_ftcmd_exit)) end def make_confirm_windows @window_confmsg = Window_WorldMapConfirmMsg.new @window_confcmd = Window_WorldMapConfirmCmd.new @window_confcmd.set_handler(:enter, method(:on_confirmcmd_ok)) @window_confcmd.set_handler(:cancel, method(:on_confirmcmd_cancel)) @window_confcmd.set_handler(:exit, method(:on_confirmcmd_cancel)) end def make_locdisp @locname = '' @locdisp = Sprite.new @locdisp.bitmap = Bitmap.new(Graphics.width,24) @locdisp.ox = Graphics.width / 2 @locdisp.oy = 11 @locdisp.viewport = @interface_viewport end def make_map @map = Sprite.new @map.bitmap = Cache.picture(DAI::WORLDMAP::MAPS[$current_world_map][:map_image]) @map_viewport = Viewport.new(@map.src_rect) @map.viewport = @map_viewport @map.z = -2 end def make_locations @map_locations = Hash.new for locname in $game_party.locations.keys enabled = $game_party.locations[locname] location = get_location_item(locname) index = location[:map_icon_index] sprite = draw_icon(index,location[:map_x],location[:map_y],enabled) @map_locations[location[:name]] = sprite end end def make_cursor @cursor = Sprite.new @cursor.bitmap = Cache.picture(DAI::WORLDMAP::CURSOR_IMAGE) @cursor.blend_type = 0 @cursor.ox = DAI::WORLDMAP::CURSOR_ORIGIN[0] @cursor.oy = DAI::WORLDMAP::CURSOR_ORIGIN[1] @cursor.x = Graphics.width / 2 @cursor.y = Graphics.height / 2 @cursor.z = 0 @interface_viewport = Viewport.new(0,0,Graphics.width, Graphics.height) @cursor.viewport = @interface_viewport end end
Non ho scritto commenti ma per creare le mappe devi agire qui:
MAPS = [ # Map 0 {:map_points => [], :map_image => 'Picture', :bgm_properties => ['Theme1',70,100], :bgm_enable => true}, # Map 1 {:map_points => [], :map_image => 'Picture', :bgm_properties => ['Theme1',70,100], :bgm_enable => true}, # Map 2 {:map_points => [], :map_image => 'Picture', :bgm_properties => ['Theme1',70,100], :bgm_enable => true}, ] MAPS[0][:map_points].push({:name=>'Name', :map_x => 439, :map_y => 224, :map_icon_index => 1508, :transfer_mapid => 1, :transfer_x => 8, :transfer_y => 6, :transfer_f => 2, :default => false});
Nel blocco chiamato
MAPS, inserisci le informazioni relative alla tue mappa, come ad esempio l'immagine della mappa o la musica di sottofondo. Lascia vuotomap_points. Se vuoi aggiungere nuovi punti alla mappa, basta copiare e modificare la seconda riga di codice, cambiando i dettagli in base a quello che ti serve. Ricorda che il numero che vedi davanti a ogni mappa (ad esempioMAPS[0],MAPS[1], ecc.) indica quale mappa stai modificando.Per scegliere quale mappa visualizzare crea uno
scriptin un evento e scrivi:$current_world_map = INDICE_DELLA_MAPPA
Ad esempio $current_world_map = 0 se vuoi impostare la mappa 0.
-
Ad occhio c'è un problema con questo script.
Se metti l'attributo di mostrato o no nella skill, significa che se due personaggi hanno skill uguali non posso scegliere di mostrarla su uno e nasconderla sull'altro.
Dovresti gestire un array di skill nascoste sulla classe Game_Actor, e quindi aggiungere o rimuovere l'ID della skill quando il giocatore vuole nasconderla o mostrarla.
Altra cosa, è inutile che crei gli alias se poi effettivamente sovrascrivi l'intero metodo.
Grazie mille per il feedback holy, ho testato e hai perfettamente ragione. Credevo che ogni attore avesse una propria istanza della skill... e invece no °-°
Alla fine ho rubato il tuo consiglio sul vettore e ho aggiornato il codice fixando il bug, rimuovendo gli alias inutili e snellendo un po' il codice.
Dovresti gestire il colore del nome della skill se è disabilitato, altrimenti chiami il metodo aliasato senza doverlo riscrivere. Così come hai fatto impasticcerai la compatibilità con altri script.Perdonami ma non ho capito cosa intendi in questo punto (sono un po' un neofita in ruby perdonami ahahahaha), a prescindere però da questo ho provato a riscrivere quelle funzioni lì cercando di dare un senso all'alias.
-
Abilità equipaggiate
Descrizione
Lo script limita il numero di skill mostrate in battaglia per un certo actor, può essere utile per:
- Limitare il giocare a un moveset ristretto (come in pokémon)
- Evitare situazioni spiacevoli in cui il player nelle parti finali del gioco si trovi una schermata piena di skill inutili.
- Creare un sistema per cui un attore, aumentando di livello, possa aumentare il numero di slot per le abilità disponibili (non supportato al 100% ma facilmente implementabile)
Insomma, come in molti casi, il limite è la fantasia! Per abilitare o disabilitare una skill, basta andare nell'apposita sezione del menù della mappa, posizionare il cursore sull'abilità che si vuole attivare/disabilitare e premere shift.
Nota bene: Ho iniziato a fare script da poco, quindi il codice potrebbe essere un po' sporco perché non mi è ancora chiaro come Vx Ace gestisce le diverse classi. Scripter più esperti fatemi sapere cosa potrei fare meglio

Autore
Raffy2010.
Istruzioni per l'uso
Copiare lo script sotto Materials e prima del Main.
Script
module Skill_Equip
#===============================================================================
# Abilità equipaggiate versione 1.01
#===============================================================================
# Autore: Raffy2010
# Difficoltà utente: Basta che tu sappia copiare e incollare
#
#-------------------------------------------------------------------------------
# Descrizione:
# Lo script limita il numero di skill mostrate in battaglia per un certo actor,
# può essere utile per:
# - Limitare il giocare a un moveset ristresso (come in pokémon)
# - Evitare situazioni spiacevoli in cui il player nelle parti finali
# del gioco si trovi una schermata piena di skill inutili.
# - Creare un sistema per cui un attore, aumentando di livello, possa
# aumentare il numero di slot per le abilità disponibili (non supportato
# al 100% ma facilmente implementabile)
# Insomma, come in molti casi, il limite è la fantasia!
# Per abilitare o disabilitare una skill, basta andare nell'apposita sezione
# del menù della mappa, posizionare il cursore sull'abilità che si vuole
# attivare/disabilitare e premere shift.
#-------------------------------------------------------------------------------
# Istruzioni:
# Copiare lo script sotto Materials e prima del Main.
#-------------------------------------------------------------------------------
# Compatibilità:
# Window_SkillList
# > alias draw_item_name
# > alias draw_skill_cost
# Window_BattleSkill
# > alias make_item_list
# Window_Selectable
# > alias process_handling
# Scene_Skill
# > alias create_item_window
# Game_Actor
# > alias setup
#-------------------------------------------------------------------------------
# Configurazione:
# Numero di slot disponibili di default:
SLOTS = 4
# Colore da assegnare alle skill disabilitate (R,G,B, TRASPARENZA):
DISABLED_SKILL_COLOR = Color.new(128,0,0,256)
#-------------------------------------------------------------------------------
# Per gli scripter
# Sono state aggiunti due attributi alla classe Game_Actor:
# - attr_accessor :enabled_skills_list -> Vettore delle skill abilitate
# - attr_reader :maximum_number_of_slots -> Numero massimo di slot disponibili
#
# Magari possono esservi utili per fare qualcosa ;)
#-------------------------------------------------------------------------------
# FINE CONFIGURAZIONE
#-------------------------------------------------------------------------------
end
class Window_SkillList < Window_Selectable
include Skill_Equip
#--------------------------------------------------------------------------
# * Draw Item Name
# Riscrivo il metodo per stampare il nome di un certo colore quando la
# skill è disabilitata.
#--------------------------------------------------------------------------
alias :skill_Equip_window_SkillList_draw_item_name :draw_item_name
def draw_item_name(item, x, y, enabled = true, width = 172)
return unless item
if @actor.enabled_skills_list.include?(item)
skill_Equip_window_SkillList_draw_item_name(item, x, y, enabled, width)
else
draw_icon(item.icon_index, x, y, enabled)
change_color(DISABLED_SKILL_COLOR, enabled)
draw_text(x + 24, y, width, line_height, item.name)
end
end
#--------------------------------------------------------------------------
# * Draw Skill Use Cost
# Riscrivo il metodo per stampare il costo.
#--------------------------------------------------------------------------
alias :skill_Equip_window_SkillList_draw_skill_cost :draw_skill_cost
def draw_skill_cost(rect, skill)
if @actor.enabled_skills_list.include?(skill)
skill_Equip_window_SkillList_draw_skill_cost(rect, skill)
else
change_color(DISABLED_SKILL_COLOR, enable?(skill))
if @actor.skill_mp_cost(skill) > 0
draw_text(rect, @actor.skill_mp_cost(skill), 2)
elsif @actor.skill_tp_cost(skill) > 0
draw_text(rect, @actor.skill_tp_cost(skill), 2)
end
end
end
end
#--------------------------------------------------------------------------
# * Riscrivo il make_item_list di BattleSkill per stampare esclusivamente
# le skill abilitate in BATTAGLIA.
#--------------------------------------------------------------------------
class Window_BattleSkill < Window_SkillList
alias :skill_Equip_Window_BattleSkill_make_item_list :make_item_list
def make_item_list
skill_Equip_Window_BattleSkill_make_item_list
@data.delete_if{|skill| not @actor.enabled_skills_list.include?(skill)}
end
end
#--------------------------------------------------------------------------
# * Gestione del tasto shift
#--------------------------------------------------------------------------
class Window_Selectable < Window_Base
#--------------------------------------------------------------------------
# * Aggiungo l'handler per lo shift
#--------------------------------------------------------------------------
alias :skill_Equip_Windows_Selectable_process_handling :process_handling
def process_handling
return unless open? && active
skill_Equip_Windows_Selectable_process_handling
return call_handler(:shift) if handle?(:shift) && Input.trigger?(:A)
end
end
class Scene_Skill < Scene_ItemBase
#--------------------------------------------------------------------------
# * Create Item Window
#--------------------------------------------------------------------------
alias :skill_Equip_Scene_Skill_create_item_window :create_item_window
def create_item_window
skill_Equip_Scene_Skill_create_item_window
@item_window.set_handler(:shift, method(:on_item_shift))
end
#--------------------------------------------------------------------------
# * on_item_shift
#--------------------------------------------------------------------------
def on_item_shift
if @actor.enabled_skills_list.include?(item)
@actor.enabled_skills_list.delete(item)
elsif @actor.enabled_skills_list.size + 1 > @actor.maximum_number_of_slots
Sound.play_buzzer
return
else
@actor.enabled_skills_list.push(item)
end
Sound.play_equip
@item_window.refresh
@status_window.refresh
end
end
#--------------------------------------------------------------------------
# * Aggiungo due attributi per gestire la lista delle skill
#--------------------------------------------------------------------------
class Game_Actor < Game_Battler
include Skill_Equip
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :enabled_skills_list
attr_reader :maximum_number_of_slots
#--------------------------------------------------------------------------
# * Setup
#--------------------------------------------------------------------------
alias :skill_Equip_Game_Actor_setup :setup
def setup(actor_id)
skill_Equip_Game_Actor_setup(actor_id)
@enabled_skills_list = Array.new
@maximum_number_of_slots = SLOTS
end
endBugs e Conflitti Noti
N/A
EDIT: Codice aggiornato
-
Come posso bloccare l'apertura del menù in una mappa?
-
Questo dovrebbe andare bene:
http://www.rpg2s.net/forum/index.php/topic/17576-falcao-mmorpg-alchemy-and-extraction-system/
Con questo puoi fare in modo che il giocatore crafti un oggetto che puoi chiamare "Casa" che quando viene usato attiva uno switch che fa comparire l'abitazione
-
Senza aprire un nuovo topic mi dite perché questo evento comune non va?
Processo parallelo Quando switch Y è on
Condizione:se switch X è on
-Condizione:se tasto A è premuto
-Cambia grafica eroe
Condizione:se switch X è off
-Condizione:se tasto A è premuto
-Cambia grafica eroe
-
Si,grazie ehehehhe
(Mi sono fermato una giornata per niente una stupidaggine del genere)
-
In poche parole un gigante insegue il giocatore e nel momento in cui raggiunge l'eroe e lo tocca c'è il game over
-
No le x non servono perché il giocatore scappa in un vicoletto largo 1 tile che si ripete quindi penso che operare con le variabili sia impossibile...
Mi sento nabbio :unsure:
-
Ci ho provato però non va...
Ho fatto una cosa del genere
variabile Y=Y eroe
variabile YA=Y evento
Condizione se YA-Y=1
-Game over
-
Puoi farmi uno screen dell'evento?
-
Come posso far attivare un evento quando questo tocca le spalle del giocatore?
Ps Se metto"A contatto con l'eroe"si attiva solo quando l'eroe lo ha di faccia
Spero di essermi spiegato bene :unsure:
-
Ho fatto una cosa più semplice,ho modificato un po' l'evento.Invece di teletrasportare il giocatore in una mappa vuota ho fatto uscire un'immagine nera. Grazie lo stesso ^^
-
Salve a tutti :)
Ho creato questo evento:
http://oi59.tinypic.com/307pyc7.jpg
Il problema è che il giocatore dopo aver scelto la classe non torna alla locazione precedente.
Cosa ho sbagliato?
-
Come si modifica l'icona del progetto?Ovvero come si sostituisce il classico drago di rpg maker vx ace?
-
Hai visto se va in conflitto con altri script?
Scusa non avevo letto bene il post
-
Cosa vuoi sapere di Xas?
-
Se Falcao ti piace come sistema basta impostarlo in questo modo in modo da non mostrarlo nel menù che si apre con esc.
#==============================================================================#
# #*****************# #
# #*** By Falcao ***# * Falcao Mmorpg Alchemy and Extraction System #
# #*****************# This script allows the player to learn two new #
# skills, Alchemy and extraction, both of them #
# RMVXACE used to create Items. Date: March 25 2013 #
# #
# Falcao RGSS site: http://falcaorgss.wordpress.com #
# Falcao Forum site: http://makerpalace.com #
#==============================================================================#
#-------------------------------------------------------------------------------
# What is this?
#
# - Alchemy is a system that allows you create Items, Weapons and armors by
# combining a list of ingredients.
# - Extraction is a system that allows you extract ingredients from things like
# plants, rocks etc.
#
# It is called Crafting
#-------------------------------------------------------------------------------
#-------------------------------------------------------------------------------
# * Features
#
# - Full Alchemy skill system
# - Full Extraction skill system
# - Alchemy and extraction Leveling system
# - Full alchemy and extraction variance system
# - Alchemy can create Weapons, Armors and Items
# - In game maximun Alchemy and extraction levels enabled
# - Alchemy Support up to 20 ingredients mix
# - Alchemy and Extraction, speed, quantity, chance enabled
# - Recipes levels enabled
# - Extraction plants levels enabled
# - Extractions plants respawn enabled
# - Recipes system
# - Flexible and easy recipe creation
# - Easy to use
#-------------------------------------------------------------------------------
# * Terms and license
# - Do credit me Falcao as the creator of this system
# - You can modify anything you want
# - You are allowed to distribute this material in any webpage
# - Do not remove the header of any script shelf
# - You are free to use this script in non-comercial projects, for comercial
# projects contact me falmc99@gmail.com
=begin
===============================================================================
* Script Manual
*************************
* Alchemy skill set up *
Use the following script call to display the alchemy GUI
SceneManager.call(Scene_Alchemy)
You will see an empty GUI, the first thing you have to do is create a recipe
in the database item section using the following notetags
- Here a normal recipe set up
- Tags explanation
recipe output item type, it can be Item, Weapon or Armor
Item Type id you choose
Chance to produce the item, it can be a number form 1 to 100 percent of chance
How many items you want to get when succes producing?
production speed, it display a hud. it support decimals
Level of the recipe (if the player alchemy level is below he cant learn it)
Ingredients items ids required to produce the output item
Quantity of item Mixs required to produce the Ouput item, MUST be in the same
order of Item Mixs. In this case item id 17 require 3 or more, item id 18
require 2 and item id 19 require 2.
* IMPORTANT
Once the game party gets the Item recipe, the game player has to learn the
recipe from the inventory menu in order to be displayed in the alchemy GUI
-------------------------------------
* Extraction skill set up *
In order to extract items plants, rocks or whatever you need, create an event
with the following comment tags.
Here a regular plant creation
Tags explanation
Which item id do you want to extract?
How many items will be extracted?
Extraction success chance, it can be a number between 1 to 100 percent
Extraction speed, it support decimals
item extraction level, if player extraction skill is below this level it cannot
be extracted
How many times you want this plant to be extracted before dissapear?
Time in seconds this plant takes to respawn
IMPORTANT NOTE!
I strongly recomend to see this script demo examples for the correct usage of
this complex system
=end
#===============================================================================
# * Alchemy skill settings
#===============================================================================
module FalcaoAlchemy
# After how many production times get a chance to level up
ProductionTimesLevelUp = 3
# Chance to level up when the production times match
AlchemyLevelUpChance = 70
# After how many party alchemy skill level above of Recipe level have a chance
# to level up the alchemy skill. Example: Alchemy level = 20
# Recipe level = 9, there are 11 levels above so party can not level up skill
SeparateLevel = 10
# Default alchemy maximun level (can be changed in game)
DefaultMaxLevel = 30
# Sound played when succes produce an item
SuccesProduceSe = "Decision2"
# Sound played when fail producing an item
FailProduceSe = "Stare"
# Sound played when succes level up the alchemy skill
AlchemyLevelUpSe = "Raise1"
end
#===============================================================================
# * Extraction skill settings
#===============================================================================
module FalExtract
# After how many extraction times get a chance to level up
ExtracTimesLevelUp = 4
# Chance to level up when the production times match
ExtracLevelUpChance = 80
# After how many party extraction skill level above of Plant level have a
# chance to level up the extraction skill. Example: Extraction level = 20
# Plant level = 9, there are 11 levels above so party can not level up skill
SeparateLevell = 5
# Default extraction maximun level (can be changed in game)
DefaultMaxLevel = 40
# Animation id played while extracting
ExAnimation = 111
# Sound played when succes extrac an item
SuccesExtractSe = "Item3"
# Sound played when fail extract an item
FailExtractSe = "Down1"
# Sound played when level up extraction skill
AlchemyLevelUpSe = "Raise1"
#-----------------------------------------------
def self.check_extracted_ones
$game_map.events.values.each do |event|
break if $game_party.ev_extdata[$game_map.map_id].nil?
if !$game_party.ev_extdata[$game_map.map_id][event.id].nil?
event.erase if $game_party.ev_extdata[$game_map.map_id][event.id][2]
end
end
end
end
#Do you want to add the alchemy scene to the game menu? true / false
FalcaoRGSS_AddAlchemy_to_menu = false
#-----------------------------------------------------------------------------
# * Script calls
#
# Use this script call only if you want to change the extraction and alchemy
# levels manually
#
# $game_party.alchemy_maxlv(x) If you want to change the alchemy maximun level
# in game change x for the new maximun level
# $game_party.alchemy_lv = x if you want to change the current alchemy level
# change x for the new level
# $game_party.extraction_maxlv(x) Extraction max level, change x for the new
# maximun level
# $game_party.extract_lv = x Extraction current level, change x for any
# integer
#-------------------------------------------------------------------------------
($imported ||= {})['Falcao Mmorpg Alchemy And Extraction'] = 1.0
#===============================================================================
# * Falcao Alchemy skill END OF SETINGS
#===============================================================================
class RecipeData
attr_accessor :recipes
def initialize
@recipes = {}
@ingredients = {}
register_values
end
def register_values
for item in $data_items
next if item.nil?
id = item.recipedata(" @ingredients[item.id] = mix.split(",").map { |s| s.to_i }
end
end
def recipes
@recipes
end
def ingredients
@ingredients
end
end
class RPG::BaseItem
def recipedata(comment, s=true, f=false)
if @note =~ /#{comment}(.*)>/i
return $1.to_f if f
return s ? $1.to_i : $1.to_s.sub("\r","")
end
end
def costitem
if @costitemm.nil?
@costitemm = {}
if @note =~ //i
key = $1.to_s.sub("\r","").split(",").map { |s| s.to_i }
end
if @note =~ //i
value = $1.to_s.sub("\r","").split(",").map { |s| s.to_i }
end
if key != nil
index = 0
key.each {|k|
@costitemm[k] = value[index]
index += 1}
end
return @costitemm
else
return @costitemm
end
end
end
class Game_Party < Game_Unit
attr_reader :recipes
attr_accessor :extract_data, :extract_lv, :extrat_count, :ev_extdata
attr_accessor :alchemy_lv, :alchemy_count, :pop_windowdata
attr_accessor :al_maxlv, :ex_maxlv
alias falcaoalchemy_ini initialize
def initialize
@recipes = []
@extract_lv = 1
@extrat_count = 0
@ev_extdata = {}
@alchemy_lv = 1
@alchemy_count = 0
@al_maxlv = FalcaoAlchemy::DefaultMaxLevel
@ex_maxlv = FalExtract::DefaultMaxLevel
falcaoalchemy_ini
end
def alchemy_maxlv(lv)
@al_maxlv = lv if lv >= @al_maxlv
end
def extraction_maxlv(lv)
@ex_maxlv = lv if lv >= @ex_maxlv
end
def add_recipe(id)
@recipes.push(id) unless @recipes.include?(id)
end
def pop_w(time, name, text)
return unless @pop_windowdata.nil?
@pop_windowdata = [time, text, name]
end
end
class Game_Battler < Game_BattlerBase
alias falcaoalchemy_mm_item consume_item
def consume_item(item)
if item.is_a?(RPG::Item) and !item.recipedata(" $game_party.add_recipe(item.id)
$game_party.pop_w(
180, 'Alchemy', "Recipe: #{item.name} has been learned!")
else
$game_party.gain_item(item, 1)
$game_party.pop_w(
180,'Alchemy',"Alchemy level #{level} is required to learn this recipe")
Sound.play_buzzer
end
end
falcaoalchemy_mm_item(item)
end
end
#-------------------------------------------------------------------------------
class Window_AlRecipes < Window_Selectable
def initialize(x, y, w, h, rdata)
super(x, y, w, h)
@rdata = rdata
refresh ; select(0)
end
def item() return @data[self.index] end
def refresh
self.contents.clear if self.contents != nil
@data = []
@rdata.recipes.each {|id, recipe| @data.push(recipe) if
$game_party.recipes.include?(id)}
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 26)
for i in 0...@item_max
draw_item(i)
end
end
end
def draw_item(index)
item = @data[index]
x, y = index % col_max * (90), index / col_max * 24
self.contents.font.size = 18
draw_icon($data_items[item[7]].icon_index, x, y)
contents.draw_text(x + 25, y, self.width, 32, item[0])
end
def item_max
return @item_max.nil? ? 0 : @item_max
end
end
class Window_StartProducing < Window_HorzCommand
def initialize(dark)
@darked = dark
super(200, 0)
end
def window_width() return 344 end
def window_height() return 60 end
def col_max
return 2
end
def make_command_list
add_command("Start", :start, @darked.items_ready?)
add_command("Stop", :stop)
end
def process_cancel
@darked.meter > 0 ? return : super
end
end
class FalcaoExtraction
include FalExtract
def initialize
@col = [Color.new(180, 225, 245), Color.new(20, 160, 225), Color.new(0,0,0)]
@running = false
@anitimer = 0
end
def update
update_extraction_trigger if Input.trigger?(:C)
update_display_window if $game_party.extract_data != nil
update_respawn
end
def update_respawn
return if $game_party.ev_extdata[$game_map.map_id].nil?
$game_map.events.values.each do |event|
break if $game_party.ev_extdata[$game_map.map_id].nil?
if !$game_party.ev_extdata[$game_map.map_id][event.id].nil?
if $game_party.ev_extdata[$game_map.map_id][event.id][2]
$game_party.ev_extdata[$game_map.map_id][event.id][1] -= 1 if
$game_party.ev_extdata[$game_map.map_id][event.id][1] > 0
if $game_party.ev_extdata[$game_map.map_id][event.id][1] == 0
event.fading = [:fade_out, 60]
$game_party.ev_extdata[$game_map.map_id].delete(event.id)
if $game_party.ev_extdata[$game_map.map_id].empty?
$game_party.ev_extdata.delete($game_map.map_id)
end
next
end
end
end
end
end
def update_display_window
create_window
if $game_party.extract_data[5] > 0
$game_party.extract_data[5] -= 1
if $game_party.extract_data[5] == 0
$game_party.extract_data = nil
dispose_window
@running = false
return
end
end
return if $game_party.extract_data[5] > 0
if @running
if $game_party.extract_data[5] == 0
refresh_contents
$game_party.extract_data[4] += 1
end
if $game_party.extract_data[4] >= $game_party.extract_data[3] * 60
$game_party.extract_data[5] = 60
refresh_contents
end
end
end
def create_window
return if !@ext_window.nil?
@ext_window = Window_Base.new(544 / 2 - 200 / 2, 0, 200, 66)
if $game_party.extract_lv >= $game_party.extract_data[6]
@running = true
end
refresh_contents
end
def refresh_contents
@ext_window.contents.clear
@ext_window.contents.fill_rect(0, 10, 26, 38, Color.new(0, 0, 0, 60))
item = $game_party.extract_data[0]
@ext_window.draw_icon(item.icon_index, 1, 11)
@ext_window.contents.font.size = 18
@ext_window.contents.font.color = @ext_window.normal_color
@ext_window.contents.font.shadow = true
string = "L#{$game_party.extract_data[6]} " + item.name
@ext_window.draw_text(-4, -6, @ext_window.width, 32, string, 1)
@ext_window.contents.font.size = 15
@ext_window.draw_text(0, 22, 26, 32, $game_party.extract_data[1].to_s, 1)
@ext_window.contents.font.size = 18
if @running
if $game_party.extract_data[5] == 60
r = rand(101)
@ext_window.contents.font.color = Color.new(255, 120, 0, 255)
if r <= $game_party.extract_data[2]
$game_party.gain_item($game_party.extract_data[0],
$game_party.extract_data[1])
RPG::SE.new(SuccesExtractSe, 80,).play
@ext_window.draw_text(-30, 20, @ext_window.width, 32, 'Win', 2)
if $game_party.extrat_count == ExtracTimesLevelUp - 1
r2 = rand(101)
if r2 <= ExtracLevelUpChance
leveling = true unless stop_growing?
apply_extraction_growing
end
else
$game_party.extrat_count += 1
end
@anitimer = 0
else
RPG::SE.new(FailExtractSe, 80,).play
@ext_window.draw_text(-30, 20, @ext_window.width, 32, 'Fail', 2)
end
apply_variance
@running = false
end
run_extractor if leveling.nil?
else
@ext_window.draw_text(0, 16, @ext_window.width, 32,
"Ext lv #{$game_party.extract_data[6]} required", 1)
Sound.play_buzzer
s = "Extraction skill level #{$game_party.extract_data[6]} required"
$game_party.pop_w(180, 'Alchemy', s)
$game_party.extract_data[5] = 120
end
end
def stop_growing?
lv = $game_party.extract_data[6]
return true if $game_party.extract_lv == $game_party.ex_maxlv
return true unless $game_party.extract_lv <= lv + SeparateLevell - 1
return false
end
# growing
def apply_extraction_growing
return if stop_growing?
RPG::SE.new(AlchemyLevelUpSe, 80,).play
$game_party.extract_lv += 1
$game_party.extrat_count = 0
@ext_window.draw_text(30, 20, @ext_window.width, 32,
"Skill Lv #{$game_party.extract_lv}!")
end
def apply_variance
$game_party.ev_extdata[$game_map.map_id] = {} if
$game_party.ev_extdata[$game_map.map_id].nil?
event = $game_party.extract_data[7]
times = event.check_ext("lv, event]
break
end
end
end
def dispose
dispose_window
end
end
class Spriteset_Map
alias falcaoextraction_create_p create_pictures
def create_pictures
falcaoextraction_create_p
@falextraction = FalcaoExtraction.new
end
alias falcaoextraction_update update
def update
falcaoextraction_update
@falextraction.update
end
alias falcaoextraction_dispose dispose
def dispose
falcaoextraction_dispose
@falextraction.dispose
end
end
class Game_Event < Game_Character
attr_accessor :opacity, :erased, :fading
def check_ext(comment, f=true)
return 0 if @list.nil? or @list.size <= 0
for item in @list
if item.code == 108 or item.code == 408
return f ? $1.to_i : $1.to_f if item.parameters[0] =~ /#{comment}(.*)>/i
end
end
return 0
end
alias falcaoexts_ini initialize
def initialize(map_id, event)
@fading = [:fade_in, time=0]
falcaoexts_ini(map_id, event)
end
alias falcaoexts_up update
def update
if @fading[1] > 0
@fading[1] -= 1
if @fading[0] == :fade_in
@opacity -= 4 if @opacity >= 0
erase if @fading[1] == 0
elsif @fading[0] == :fade_out
if @erased
@erased = false
refresh ; @opacity = 0
end
@opacity += 4 if @opacity <= 255
end
end
falcaoexts_up
end
end
class Game_Player < Game_Character
attr_accessor :pattern
def in_front_ext?(target)
return true if @direction == 2 and @x == target.x and (@y+1) == target.y
return true if @direction == 4 and (@x-1) == target.x and @y == target.y
return true if @direction == 6 and (@x+1) == target.x and @y == target.y
return true if @direction == 8 and @x == target.x and (@y-1) == target.y
return false
end
def update_anime_pattern
return if !$game_party.extract_data.nil?
super
end
alias falcaoextraction_mov movable?
def movable?
return false if $game_party.extract_data != nil
falcaoextraction_mov
end
alias falcaoext_perform_transfer perform_transfer
def perform_transfer
falcaoext_perform_transfer
FalExtract.check_extracted_ones if $game_map.map_id != @new_map_id
end
end
class << DataManager
alias falcaoalchemy_mmo_load load_normal_database
def DataManager.load_normal_database
falcaoalchemy_mmo_load
for item in $data_items
next if item.nil?
if item.recipedata("<output item="" id:="" ")="" !="nil
item.name = item.name + " L#{item.recipedata(" item.consumable = true
item.scope = 0
end
end
end
alias falcaoalchemy_reloadmap reload_map_if_updated
def DataManager.reload_map_if_updated
falcaoalchemy_reloadmap
FalExtract.check_extracted_ones if
$game_system.version_id != $data_system.version_id
end
end
# ingrediebnts
class AlIngredients
attr_accessor :meter
def initialize(rdata)
@ingredients = Window_Base.new(200, 60, 344, 266)
@recipe = []
@meter = 0
@rdata = rdata
end
def refresh(recipe)
@recipe = recipe
@ingredients.contents.clear
@ingredients.contents.font.size = 18 ; w = @ingredients.width
@ingredients.contents.fill_rect(0, 24, w, 220, Color.new(0, 0, 0, 60))
apply_color(1)
@ingredients.draw_text(-16, -6, w, 32, 'Ingredients', 1)
draw_ingredients
end
def draw_ingredients
manager = y = 0
for i in ingredients
item = $data_items
manager += 1
(manager%2 == 0) ? x = 156 : y += 24
x = 0 unless (manager%2 == 0)
enable = $game_party.item_number(item) >= cost[item.id]
enable ? apply_color(1) : apply_color(2)
@ingredients.draw_icon(item.icon_index, x, y, enable)
@ingredients.contents.font.size = 15
number = $game_party.item_number(item)
@ingredients.draw_text(x - 2, y + 6, 32, 32, number.to_s, 1)
@ingredients.contents.font.size = 18
@ingredients.draw_text(x + 24, y,212,32, item.name + " X#{cost[item.id]}")
end
end
def items_ready?
return false if @meter > 0
combi = ingredients ; item = [] ; combi = [] if combi.nil?
combi.each {|i|
it =$data_items; item << i if $game_party.item_number(it) >= cost[it.id]}
item.size == combi.size
end
def apply_color©
@ingredients.contents.font.color = @ingredients.normal_color if c == 1
@ingredients.contents.font.color = Color.new(255,255,255,128) if c == 2
end
def ingredients
return @rdata.ingredients[@recipe.last]
end
def dispose
@ingredients.dispose
end
def update_index(recipe_index)
@recipe_index = recipe_index
end
def cost
return $data_items[@recipe_index].costitem
end
end
#----------
class Scene_Alchemy < Scene_MenuBase
include FalcaoAlchemy
def start
super
recipedata = RecipeData.new
@col = [Color.new(180, 225, 245), Color.new(20, 160, 225), Color.new(0,0,0)]
@meter = 0
@infow = Window_Base.new(0, 0, 200, 60)
@alstatus = Window_Base.new(0, 326, 200, 90)
refresh_alstatus
@infow.contents.font.size = 20
@infow.draw_text(-16, 0, @infow.width, 32, 'Recipes', 1)
@recipes = Window_AlRecipes.new(0, 60, 200, 266, recipedata)
@ngrewindow = AlIngredients.new(recipedata)
update_rindex
@oven = Window_Base.new(200, 326, 344, 90)
@pop_timer = 0
update_recipe
@start_window = Window_StartProducing.new(@ngrewindow)
update_cancel
@start_window.set_handler(:start, method(:update_start))
@start_window.set_handler(:stop, method(:update_stop))
@start_window.set_handler(:cancel, method(:update_cancel))
end
def refresh_alstatus
@alstatus.contents.clear
@alstatus.contents.font.size = 18; w = @alstatus.width ; g = $game_party
@alstatus.draw_icon(218, 0, 16) ; arr = [g.al_maxlv.to_s, g.ex_maxlv.to_s]
@alstatus.draw_icon(482, 0, 40)
@alstatus.draw_text(-16, -8, w, 32, 'Skill Levels', 1)
@alstatus.draw_text(26, 16, w, 32,"Alchemy: #{g.alchemy_lv}/" + arr[0])
@alstatus.draw_text(26, 40, w, 32,"Extraction: #{g.extract_lv}/" + arr[1])
end
def update_start
@ngrewindow.meter = 1
end
def update_stop
@ngrewindow.meter = 0
@start_window.refresh
@start_window.activate
refresh_oven
end
def output_item
item = @recipes.item
kind = $data_items[item[2]] if item[1]=='Item' || item[1]=='item'
kind = $data_weapons[item[2]] if item[1]=='Weapon' || item[1]=='weapon'
kind = $data_armors[item[2]] if item[1]=='Armor' || item[1]=='armor'
kind
end
def update_cancel
@start_window.unselect
@start_window.deactivate
@recipes.activate
end
def refresh_ingredients
@ngrewindow.refresh(@recipes.item)
end
def refresh_oven
@oven.contents.clear
@oven.contents.font.size = 18
@oven.contents.fill_rect(0, 31, 31, 36, Color.new(0, 0, 0, 60))
@oven.draw_text(-16, -6, @oven.width, 32, 'Oven', 1)
if @pop_timer > 0
@oven.contents.font.color = Color.new(255, 120, 0, 255)
@oven.draw_text(0, -6, @oven.width, 32, @type)
end
@oven.contents.font.color = @oven.normal_color
@oven.draw_icon(output_item.icon_index, 4, 34)
@oven.contents.font.size = 15
@oven.draw_text(0, 45, 33, 32, @recipes.item[4], 1)
@oven.contents.font.size = 18
@oven.draw_text(34, 23, 250, 32, output_item.name)
@oven.draw_text(-26, 23, @oven.width, 32, 'Chance', 2)
@oven.draw_text(-26, 40, @oven.width, 32, @recipes.item[3].to_s + '%', 2)
x, y = 33, 52
@oven.contents.fill_rect(x, y, 150, 12, @col[2])
max = @recipes.item[5] * 60
@oven.contents.fill_rect(x+1, y+1, 152 *@ngrewindow.meter / max, 5, @col[0])
@oven.contents.fill_rect(x+1, y+6, 152 *@ngrewindow.meter / max, 5, @col[1])
end
def update_rindex
@ngrewindow.update_index(@recipes.item[7]) unless @recipes.item.nil?
end
def update
super
update_rindex
update_recipe
SceneManager.return if Input.trigger?(:B) and @recipes.active
update_selection if Input.trigger?(:C) and @recipes.active and
!@recipes.item.nil?
update_meter
end
def update_meter
if @pop_timer > 0
@pop_timer -= 1
refresh_oven if @pop_timer == 0
end
if @ngrewindow.meter != 0
@start_window.refresh if @ngrewindow.meter == 1
@start_window.activate if @ngrewindow.meter == 1
@ngrewindow.meter += 1
refresh_oven
if @ngrewindow.meter >= @recipes.item[5] * 60
@ngrewindow.meter = 0
random = rand(101)
random <= @recipes.item[3] ? success_producing : fail_producing
end
end
end
def success_producing
RPG::SE.new(SuccesProduceSe, 80,).play
$game_party.gain_item(output_item, @recipes.item[4])
@type = 'Success!' ; @pop_timer = 50
destroy_items
apply_alchemy_growing
end
def apply_alchemy_growing
return if $game_party.alchemy_lv == $game_party.al_maxlv
return unless $game_party.alchemy_lv <= @recipes.item[6] + SeparateLevel - 1
if $game_party.alchemy_count == ProductionTimesLevelUp - 1
r2 = rand(101)
if r2 <= AlchemyLevelUpChance
$game_party.alchemy_lv += 1
RPG::SE.new(AlchemyLevelUpSe, 80,).play
$game_party.alchemy_count = 0
refresh_alstatus
end
else
$game_party.alchemy_count += 1
end
end
def fail_producing
RPG::SE.new(FailProduceSe, 80,).play
@type = 'Fail!' ; @pop_timer = 50
destroy_items
end
def destroy_items
c = $data_items[@recipes.item[7]].costitem
@ngrewindow.ingredients.each {|i|$game_party.lose_item($data_items,c)}
refresh_ingredients
refresh_oven
@ngrewindow.items_ready? ? update_start : @start_window.refresh
end
def update_selection
Sound.play_ok
@start_window.select(0)
@start_window.activate
@recipes.deactivate
end
def update_recipe
return if @recipes.item.nil?
if @recipe_index != @recipes.index
@recipe_index = @recipes.index
refresh_ingredients
@start_window.refresh if !@start_window.nil?
refresh_oven
end
end
def terminate
super
@recipes.dispose
@infow.dispose
@ngrewindow.dispose
@start_window.dispose
@oven.dispose
@alstatus.dispose
end
end
# Input module update engine
class << Input
alias falcaoalchemy_mmo_update update
def Input.update
update_popwindow2 if !$game_party.nil? and !$game_party.pop_windowdata.nil?
falcaoalchemy_mmo_update
end
# pop window global
def update_popwindow2
$game_party.pop_windowdata[0] -= 1 if $game_party.pop_windowdata[0] > 0
if @temp_window.nil?
tag = $game_party.pop_windowdata[2]
string = $game_party.pop_windowdata[1] + tag
width = (string.length * 9) - 10
x, y = Graphics.width / 2 - width / 2, Graphics.height / 2 - 64 / 2
@temp_window = Window_Base.new(x, y, width, 64)
@temp_window.contents.font.size = 20
@temp_window.z = 9999
@temp_window.draw_text(-10, -6, width, 32, tag, 1)
@temp_window.draw_text(-10,14, width, 32, $game_party.pop_windowdata[1],1)
@current_scene = SceneManager.scene.class
end
if $game_party.pop_windowdata[0] == 0 ||
@current_scene != SceneManager.scene.class
@temp_window.dispose
@temp_window = nil
$game_party.pop_windowdata = nil
end
end
end
if FalcaoRGSS_AddAlchemy_to_menu
class Window_MenuCommand < Window_Command
alias falcaoadd_alchemy add_original_commands
def add_original_commands
add_command('Alchemy', :alchemy, main_commands_enabled)
falcaoadd_alchemy
end
end
class Scene_Menu < Scene_MenuBase
alias falcao_alchemy_command create_command_window
def create_command_window
falcao_alchemy_command
@command_window.set_handler(:alchemy, method(:call_alchemy_scene))
end
def call_alchemy_scene
SceneManager.call(Scene_Alchemy)
end
end
end">
Mentre potresti creare un NPC ad eventi ed usare il call script
SceneManager.call(Scene_Alchemy)
"> -
Dissolvi schermo
Mostra Picture
Mostra Schermo :D
Ma mi pare che ci fosse proprio una funzione per il tempo di apparizione :D
Edit: Ho controllato, non c'è :P
Se faccio dissolvi schermo c'è sempre quel tempo di apparizione
Se intendi che si vede la mappa sotto semplicemente inizia il gioco su una mappa tutta nera. Le transizioni sono nere quindi non ci si accorge della differenza.
^ ^
Funziona benissimo ^ ^ (Mi hai fatto fissare con questa faccina ehehehe)
Grazie a entrambi
-
All'inizio del gioco voglio mostrare un'immagine sullo schermo,molto semplice come cosa,ma,se volessi eliminare quel secondo che impiega l'immagine per apparire?
-
Attento alla sezione

Partenze, Arrivi ecc ecc xD
in Ingresso
Posted
Grazie a tutti :)