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Posts posted by raffy2010
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Non ci capisco niente xD
Riesco a programmare solo un po in html niente di più,comunque penso di partire da capo l'anno prossimo quando andrò allo scientifico con scienza applicate
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Infatti penso di realizzarlo io ma non riesco a capire la guida di holy :(
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Daccordo grazie per l'informazione.
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Puoi usare uno switch che viene attivato al contatto con l'eroe
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Vedendo il tuo gioco ho capito una cosa...
Faccio cagare a usare rpg maker :unsure:
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Scusa non sono molto esperto,potresti postarmi un esempio? :D
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Bella ragazzi

Esiste uno script che permette di far inserire all'utente il nome della mappa durante il gioco?
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Esiste uno script che da la possibilita a un giocatore di connettersi con un altro?
Magari con la lan o con hamachi?
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Lo chiedo nn ti preoccupare
solo che ci metto un ora per scrivere le richieste in inglese xD
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Tinys Travel Map 1.31
Descrizione
Una vecchi mappa che permette di teletrasportarsi in varie zone settate precedentemente.
Istruzioni nello script
http://s1.directupload.net/images/130708/gua7esrp.png
Autore
TinyMine
Allegati
Clicca qui per scaricare la demo insieme alle risorse grafiche!
Istruzioni per l'uso
Incolla lo script sotto materials ed aggiungi le risorse grafiche incluse nella demo
Script
#╔═=══════════════════════════════════════════════════════════════════════════=#
#║ Tinys Travel Map
#║ By TinyMine
#║
#║ First Published/Erstveröffentlicht 09.07.2013
#║
#║ Visit : http://rpgmaker-vx-ace.de/ for further Information
#║
#║ Suggestions? Support? Bugs? Contact me in http://rpgmaker-vx-ace.de/
#║
#║ Credits required : TinyMine
#║ Commercial Use? : Contact me in http://rpgmaker-vx-ace.de/
#║
#║
#║ Version : 1.31 // 23.11.2013
#╚═=═=════════════════════════════════════════════════════════════════════════=#
$imported ||= {}
$imported[:TINY_TTM] = true
#╔═=══════════════════════════════════════════════════════════════════════════=#
#║ ** FEATURES **
#║
#║ - Use a map image to fasttravel across it
#║ - 2 Modifications
#║ Mode 1 : For small maps
#║ Mode 2 : For big maps
#║ - Own targets placeable
#║ - Everything is adjustable by you (Graphics, names, fonts etc...)
#║ - New folder "Map" for your map scene
#║
#╚═=═=════════════════════════════════════════════════════════════════════════=#
#╔═=══════════════════════════════════════════════════════════════════════════=#
#║ ** USAGE INSTRUCTIONS **
#║
#║ Adding a target during game progress to your map
#║ █ add_map_target(ID)
#║ Where ID is the ID of your target you want to add
#║
#║ Removing a target during game progress from your map
#║ █ remove_map_target(ID)
#║ Where ID is the ID of your target you want to remove
#║
#║ Calling the scene to travel across your map, type...
#║ █ open_travel_map
#║ Which opens the Scene_TinyMap automatically
#║
#╚═=═=════════════════════════════════════════════════════════════════════════=#
module TINY # Do not touch
module TTM_GENERAL # Do not touch
#╔═=══════════════════════════════════════════════════════════════════════════=#
#║ █ ** EDITABLE REGION ** Defining TTM General Settings ** EDITABLE REGION **
#╚═=═=════════════════════════════════════════════════════════════════════════=#
# Defines the map graphic image name which is found in new "map" folder
GRAPHIC_MAP = "MapBig"
# Graphic which shows the players position on the map
GRAPHIC_POS = "Pin"
# Defines the background image name which is found in new "map" folder
# "" for black screen
BACKGROUND = ""
# Defines used mode in your game
MODE = 2
# Mode 1 : Resize the map to 400x368px. All "added" targets visible and selectable
# Mode 2 : For bigger maps. No resizing. Scrolling across the map between "added" targets
# Do you want to scroll or jump across MODE 2 maps? (true = scroll)
SCROLLING = true
# Scrollspeed is calculated by px/frame (frame is 1/60 second)
SCROLLSPEED = 10
# Should a menu point be visible for the map?
MENUPOINT = true
#═=═=═════════════════════════════════════════════════════════════════════════=#
end # Do not touch
module TTM_VOCAB # Do not touch
#╔═=══════════════════════════════════════════════════════════════════════════=#
#║ █ ** EDITABLE REGION ** Defining TTM Vocab ** EDITABLE REGION **
#╚═=═=════════════════════════════════════════════════════════════════════════=#
# Headername for the travel map
VOC_MAPNAME = "A beautiful land"
# Name of menu point if activated
VOC_MENUNAME = "Map"
#═=═=═════════════════════════════════════════════════════════════════════════=#
end # Do not touch
module TTM_TARGETS # Do not touch
TARGETS = { # Do not touch
#╔═=══════════════════════════════════════════════════════════════════════════=#
#║ █ ** EDITABLE REGION ** Defining TTM Targets ** EDITABLE REGION **
#╚═=═=════════════════════════════════════════════════════════════════════════=#
#█ EXAMPLE TARGETS # ** Dont change the Data packs symbols - use them everytime
# Target id # Data packs # "Target name"
:desert => {:text => "Desert",
# [ Target x, Target y, "graphicname in map folder", icon id ]
:graphic => [400, 400,"wüste", 232],
# [ Mapid, Mapx, Mapy ]
:teleportdest => [3, 16, 6]
}, # Don't forget comma if another target follows
:tundra => {:text => "Tundra",
:graphic => [500, 1100,"tundra", 232],
:teleportdest => [4, 8, 0]
},
:grassland =>{:text => "Grasland",
:graphic => [1200, 1100,"wiese", 232],
:teleportdest => [1, 8, 12]
},
:mountain => { :text => "Mountain",
:graphic => [900, 800,"berge", 232],
:teleportdest => [2, 0, 6]
} # Don't put a comma if it is the last target
#█ OWN TARGETS
#═=═=═════════════════════════════════════════════════════════════════════════=#
} # end targets hash * Do not touch
end # Do not touch
module TTM_MODE # Do not touch
#╔═=══════════════════════════════════════════════════════════════════════════=#
#║ █ ** EDITABLE REGION ** Defining TTM MODE General ** EDITABLE REGION **
#╚═=═=════════════════════════════════════════════════════════════════════════=#
# █ ** all x/y, width/height adjustments only affect MODE 2
# Defining the "cursors" position when scrolling/jumping on the map by x/y px
CURSORX = 300
CURSORY = 208
# Defining x/y pos of header window; dont forget the brackets []
HEADPOS = [0, 0]
# Defining width/height of header window; dont forget the brackets []
HEADSIZE = [544, 48]
# Defining the Windowskin of your header window; => system folder
HSKIN = "Window"
# Defining the font which should be used in header window
HEADFONT = "VL Gothic"
# Defines the fonts size in header window
HFTSIZE = 26
# Defines if font is bold
HBOLD = true
# Defines if font has shadow
HSHADOW = true
# Defines the header windows opacity ( 255 = fully visible)
HOPACITY = 0
# Defining x/y pos of target list window; dont forget the brackets []
LISTPOS = [24, 96]
# Defining width/height of target list window; dont forget the brackets []
LISTSIZE = [144, 200]
# Defining the Windowskin of your target list window; => system folder
LSKIN = "Window"
# Defining the font which should be used in target list window
LISTFONT = "VL Gothic"
# Defines the fonts size in target list window
LFTSIZE = 22
# Defines if font is bold
LBOLD = false
# Defines if font has shadow
LSHADOW = false
# Defines the target list windows opacity ( 255 = fully visible)
LOPACITY = 192
#═=═=═════════════════════════════════════════════════════════════════════════=#
end # Do not touch
#╔═=══════════════════════════════════════════════════════════════════════════=#
#║ █ ** END OF EDITABLE REGION ** BEWARE ** END OF EDITABLE REGION ** DONT! **
#║ █ ** Dont edit below this line, except... just don't **
#╚═=═=════════════════════════════════════════════════════════════════════════=#
end
#╔═=══════════════════════════════════════════════════════════════════════════=#
#║ █ ** OLD Module Cache
#╚═=═=════════════════════════════════════════════════════════════════════════=#
module Cache
# Loads from a new folder to developers graphic folder
def self.map(filename)
load_bitmap("Graphics/Map/", filename)
end
end # Cache
#╔═=══════════════════════════════════════════════════════════════════════════=#
#║ █ ** OLD Class Game_Interpreter
#╚═=═=════════════════════════════════════════════════════════════════════════=#
class Game_Interpreter
# Command adding predefined targets to travel map
def add_map_target(id)
$game_party.add_map_target(id)
end
# Command removing predefined targets from travel map
def rem_map_target(id)
$game_party.rem_map_target(id)
end
# Command for opening the travel scene
def open_travel_map
SceneManager.call(Scene_TinyMap)
end
end # Game_Interpreter
#╔═=══════════════════════════════════════════════════════════════════════════=#
#║ █ ** OLD Class Game_Map
#╚═=═=════════════════════════════════════════════════════════════════════════=#
class Game_Map
# Attr
attr_reader :map_id
end # Game_Map
#╔═=══════════════════════════════════════════════════════════════════════════=#
#║ █ ** OLD Class Window_MenuCommand
#╚═=═=════════════════════════════════════════════════════════════════════════=#
class Window_MenuCommand
# Only change class when active
if TINY::TTM_GENERAL::MENUPOINT
# Alias
alias_method :tiny_tinymap_add_commands_23498 , :add_original_commands
# Adding map command to window
def add_original_commands
tiny_tinymap_add_commands_23498
add_command(TINY::TTM_VOCAB::VOC_MENUNAME,:map,main_commands_enabled)
end
end # end of if
end # Window_MenuCommand
#╔═=══════════════════════════════════════════════════════════════════════════=#
#║ █ ** OLD Class Scene_Menu
#╚═=═=════════════════════════════════════════════════════════════════════════=#
class Scene_Menu
# Only change class when active
if TINY::TTM_GENERAL::MENUPOINT
# Alias
alias_method :tiny_tinymap_set_handlers_17348 , :create_command_window
# Extends commands in main menu
def create_command_window
tiny_tinymap_set_handlers_17348
@command_window.set_handler(:map,method(:call_tinymap))
end
# Method for handling new command in main menu
def call_tinymap
SceneManager.call(Scene_TinyMap)
end
end # end of if
end # Scene_Menu
#╔═=══════════════════════════════════════════════════════════════════════════=#
#║ █ ** OLD Class Game_Party
#╚═=═=════════════════════════════════════════════════════════════════════════=#
class Game_Party
# Attr
attr_reader :targets
attr_accessor :last_target
# Alias
alias_method :tiny_tinymap_initialize_24255 , :initialize
# Alias initialize
def initialize
tiny_tinymap_initialize_24255
@targets = []
@last_target = nil
end
# Method for adding a target into targets array
def add_map_target(id)
return if @targets.include?(id)
@targets << id if TINY::TTM_TARGETS::TARGETS[id]
@last_target = id
end
# Method for removing a target from targets array
def rem_map_target(id)
return unless @targets.include?(id)
@targets.delete(id)
end
end # Game_Party
#╔═=══════════════════════════════════════════════════════════════════════════=#
#║ █ ** NEW Class Window_Target_List
#╚═=═=════════════════════════════════════════════════════════════════════════=#
class Window_Target_List < Window_Selectable
# Initializes the window
def initialize
if TINY::TTM_GENERAL::MODE == 2
super(TINY::TTM_MODE::LISTPOS[0], TINY::TTM_MODE::LISTPOS[1],
TINY::TTM_MODE::LISTSIZE[0], TINY::TTM_MODE::LISTSIZE[1])
else
super(0, 48, 144, 368)
end
self.windowskin = Cache.system(TINY::TTM_MODE::LSKIN)
self.index = $game_party.targets.index($game_party.last_target) unless $game_party.targets.empty?
activate
set_config
refresh
end
# Returns the item max to select
def item_max
$game_party.targets.size
end
# Returns the acutal selected target
def all_targets
return @list[index]
end
# Defines some windows configuration
def set_config
self.opacity = TINY::TTM_MODE::LOPACITY
font = Font.new([TINY::TTM_MODE::HEADFONT])
font.bold = TINY::TTM_MODE::LBOLD
font.shadow = TINY::TTM_MODE::LSHADOW
font.size = TINY::TTM_MODE::HFTSIZE
font.out_color = Color.new(0, 0, 0, 128)
self.contents.font = font
end
# Refrehes the windows contents
def refresh
self.contents.clear
@list ||= []
for i in 0..item_max-1
e = $game_party.targets
@list << e
draw_icon(TINY::TTM_TARGETS::TARGETS[e][:graphic][3], 0, i * 24)
self.contents.draw_text(24, i * 24, self.width - 24, 24, TINY::TTM_TARGETS::TARGETS[e][:text])
end
end
end # Window_Target_List
#╔═=══════════════════════════════════════════════════════════════════════════=#
#║ █ ** NEW Class Window_Map_Header
#╚═=═=════════════════════════════════════════════════════════════════════════=#
class Window_Map_Header < Window_Base
# Initializes the window
def initialize
if TINY::TTM_GENERAL::MODE == 2
super(TINY::TTM_MODE::HEADPOS[0], TINY::TTM_MODE::HEADPOS[1],
TINY::TTM_MODE::HEADSIZE[0], TINY::TTM_MODE::HEADSIZE[1])
else
super(0, 0, 544, 48)
end
self.windowskin = Cache.system(TINY::TTM_MODE::HSKIN)
set_config
refresh
end
# Defines some windows configuration
def set_config
self.opacity = TINY::TTM_MODE::HOPACITY
font = Font.new([TINY::TTM_MODE::HEADFONT])
font.bold = TINY::TTM_MODE::HBOLD
font.shadow = TINY::TTM_MODE::HSHADOW
font.size = TINY::TTM_MODE::HFTSIZE
font.out_color = Color.new(0, 0, 0, 128)
self.contents.font = font
end
# Refrehes the windows contents
def refresh
self.contents.clear
self.contents.draw_text(4, -2, self.width - 24, 28, TINY::TTM_VOCAB::VOC_MAPNAME, 1)
end
end # Window_Map_Header
#╔═=══════════════════════════════════════════════════════════════════════════=#
#║ █ ** NEW Class Sprite_MapBack
#╚═=═=════════════════════════════════════════════════════════════════════════=#
class Sprite_MapBack < Sprite_Base
# Initializes the sprite
def initialize(x, y)
super(nil)
self.z = 11
self.bitmap = Cache.map(TINY::TTM_GENERAL::GRAPHIC_MAP)
define_mode_one(x, y)
@tar_x = self.x
@tar_y = self.y
end
# Defines pos of sprite in mode 1
def define_mode_one(x, y)
return unless TINY::TTM_GENERAL::MODE == 1
self.x = x
self.y = y
rect = Rect.new(0, 0, 400, 368)
self.bitmap.stretch_blt(rect, bitmap, self.bitmap.rect)
end
# Returns sprite pos as array
def get_pos
return [self.x, self.y]
end
# Return sprite size as array
def get_size
return [self.width, self.height]
end
# Method for directly jump to a new position
def jmp_pos
self.x = @tar_x
self.y = @tar_y
end
# Method for giving new target position
def upd_pos(x, y)
@tar_x = 0 - x
@tar_y = 0 - y
end
# Method for moving the sprite forward to target position
def upd_movement
savescr = TINY::TTM_GENERAL::SCROLLSPEED
if self.x != @tar_x
if TINY::TTM_GENERAL::SCROLLING
if self.x > @tar_x
self.x -= 1
self.x -= savescr-1 if self.x > @tar_x+savescr
else self.x < @tar_x
self.x += 1
self.x += savescr-1 if self.x < @tar_x-savescr
end
else
self.x = @tar_x
end
end
if self.y != @tar_y
if TINY::TTM_GENERAL::SCROLLING
if self.y > @tar_y
self.y -= 1
self.y -= savescr-1 if self.y > @tar_y+savescr
else self.y < @tar_y
self.y += 1
self.y += savescr-1 if self.y < @tar_y-savescr
end
else
self.y = @tar_y
end
end
end
# Method for updating sprite and its movement
def update
super
upd_movement
end
end # Sprite_MapBack
#╔═=══════════════════════════════════════════════════════════════════════════=#
#║ █ ** NEW Class Sprite_MapTarget
#╚═=═=════════════════════════════════════════════════════════════════════════=#
class Sprite_MapTargetSet
# Attr
attr_reader :target_id
attr_reader :x, :y
# Initializes the sprite
def initialize(x, y, bitmap, id)
@x = x-TINY::TTM_MODE::CURSORX
@y = y-TINY::TTM_MODE::CURSORY
@target = Sprite.new
set_pos(x, y)
set_id(id)
set_visual(bitmap)
end
# Method for creating another sprite to the set
def local_position
@local_pos = Sprite.new
@local_pos.bitmap = Cache.map(TINY::TTM_GENERAL::GRAPHIC_POS) rescue nil
@local_pos.x = @target.x+@target.width/3
@local_pos.y = @target.y-@target.height/2
@local_pos.z = 13
end
# Method to place sprite
def set_pos(x, y)
@target.x = 144+x
@target.y = 48+y
@target.z = 12
end
# Method for update sprite positions
def upd_pos(x, y)
@target.x = TINY::TTM_MODE::CURSORX + @x + x - @target.bitmap.width/2
@target.y = TINY::TTM_MODE::CURSORY + @y + y - @target.bitmap.height/2
return if @local_pos == nil
@local_pos.x = @target.x+@target.width/3
@local_pos.y = @target.y-@target.height/2
end
# Method for set the sprites own id
def set_id(id)
@target_id = id
end
# Method for giving sprite a bitmap
def set_visual(filename)
@target.bitmap = Cache.map(filename)
end
# Method for disposing all sprites
def dispose
@target.dispose
@local_pos.dispose unless @local_pos == nil
@target_id = nil
end
# Method to initialize another sprite
def show_char
return unless @local_pos == nil
local_position
end
# Method for let sprite blink
def blink
color = Color.new(255, 255, 255, 180)
@target.flash(color, 30)
end
# Method for dispose another sprite
def unblink
return if @local_pos == nil
return if @local_pos.disposed?
@local_pos.dispose
end
# Method for updating sprite
def update
@target.update
end
end # Sprite_MapTarget
#╔═=══════════════════════════════════════════════════════════════════════════=#
#║ █ ** NEW Class Scene_TinyMap
#╚═=═=════════════════════════════════════════════════════════════════════════=#
class Scene_TinyMap < Scene_Base
# INCLUDE
include TINY::TTM_GENERAL
# Method for starting the scene
def start
super
create_windows
create_handler
create_targets
create_map
create_background
set_mappos if MODE == 2
end
# Method for creating the scenes windows
def create_windows
@head_window = Window_Map_Header.new
@tar_window = Window_Target_List.new
end
# Method for creating the scenes window handlers
def create_handler
@tar_window.set_handler(:ok, method(:check_transfer))
@tar_window.set_handler(:cancel, method(:return_scene))
end
# Method for creating all "added" targets
def create_targets
@sprites = []
$game_party.targets.each { |tar_id|
arr = TINY::TTM_TARGETS::TARGETS[tar_id][:graphic]
@sprites << Sprite_MapTargetSet.new(arr[0], arr[1], arr[2], tar_id)
}
end
# Method for creating the map itself
def create_map
@map = Sprite_MapBack.new(144, 48)
return unless MODE == 2
@map.upd_pos(@map.get_size[0]/2,@map.get_size[1]/2) if $game_party.targets.size == 0
@map.jmp_pos
end
# Method for creating a simple background
def create_background
@background = Sprite.new
@background.bitmap = Cache.map(BACKGROUND) rescue @background.bitmap = SceneManager.background_bitmap
end
# Method for setting the maps first position
def set_mappos
@sprites.each { |spr|
if spr.target_id == @tar_window.all_targets
@map.upd_pos(spr.x, spr.y)
@map.jmp_pos
end
}
end
# Method for transfering the player to new map x/y
def check_transfer
dest = []
return SceneManager.call(Scene_Map) if TINY::TTM_TARGETS::TARGETS[@tar_window.all_targets].nil?
dest = TINY::TTM_TARGETS::TARGETS[@tar_window.all_targets][:teleportdest]
if dest != nil
$game_player.reserve_transfer(dest[0], dest[1], dest[2])
$game_player.perform_transfer
$game_party.last_target = @tar_window.all_targets
end
SceneManager.call(Scene_Map)
end
# Method for updating the scene and positions of all sprites
def update
super
@map.update if MODE == 2
@sprites.each { |e| e.update }
tar = nil
if tar != @tar_window.all_targets
@sprites.each { |e|
if e.target_id == @tar_window.all_targets
e.blink
@map.upd_pos(e.x, e.y) if MODE == 2
@sprites.each { |e|
e.upd_pos(@map.get_pos[0], @map.get_pos[1]) if MODE == 2
}
end
}
tar = @tar_window.all_targets
end
@sprites.each { |e| val = e.target_id
if TINY::TTM_TARGETS::TARGETS[val][:teleportdest][0] == $game_map.map_id
e.show_char
return
else
e.unblink
end
}
end
# Method for terminating/closing scene and disposing the sprites
def terminate
super
@sprites.each { |e| e.dispose }
@map.dispose
@background.dispose
end
end # Scene_TinyMap
#╔═=═══════════════════════════════════════════════════════════════════════════╗
#╠══════════════════════════════▲ END OF SCRIPT ▲══════════════════════════════╣
#╚═=═=═════════════════════════════════════════════════════════════════════════╝Bugs e Conflitti Noti
N/A
Altri dettagli
N/A
-
Cutscene Skip
Descrizione
Da la possibilita di saltare dialoghi o scene di gioco con il tasto CTRL
http://i.imgur.com/90V0N.png
Autore
TDS
Allegati
N/A
Istruzioni per l'uso
Inserite lo script sotto Material.
Altre istruzioni all'interno dello script.Qui sotto un esempio su come impostarlo
http://i.imgur.com/iH5bo.png
Script
#==============================================================================
# ** TDS Cutscene Skip
# Ver: 1.1
#------------------------------------------------------------------------------
# * Description:
# This script allows you to skip events that are marked as cutscenes when the
# CTRL key is pressed.
#------------------------------------------------------------------------------
# * Features:
# Skip evented cutscenes.
#------------------------------------------------------------------------------
# * Instructions:
# To make an evented sequence be a skippable cutscene you must add this to it.
#
# From a script call:
#
# start_cutscene
#
# Or using this label:
#
# CUTSCENE_START
#
# To specify where the cutscene will be skipped to you must add this label.
#
# CUTSCENE_END
#
# To check whether or not an evented cutscene was skipped you can add this to
# a conditional branch on the 4th tag in the script line.
#
# cutscene_skipped?
#
#------------------------------------------------------------------------------
# * Notes:
# Cutscenes need to be faded in after being skipped and music needs to be
# replayed after being skipped since they are faded out to allow the creator
# of the cutscene to arrange things accordingly before the player takes control.
#------------------------------------------------------------------------------
# WARNING:
#
# Do not release, distribute or change my work without my expressed written
# consent, doing so violates the terms of use of this work.
#
# If you really want to share my work please just post a link to the original
# site.
#
# * Not Knowing English or understanding these terms will not excuse you in any
# way from the consequenses.
#==============================================================================
# * Import to Global Hash *
#==============================================================================
($imported ||= {})[:TDS_Cutscene_Skip] = true
#==============================================================================
# ** Game_Interpreter
#------------------------------------------------------------------------------
# An interpreter for executing event commands. This class is used within the
# Game_Map, Game_Troop, and Game_Event classes.
#==============================================================================
class Game_Interpreter
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias tds_cutscene_skip_game_interpreter_initialize initialize
alias tds_cutscene_skip_game_interpreter_execute_command execute_command
alias tds_cutscene_skip_game_interpreter_command_118 command_118
#--------------------------------------------------------------------------
# * Object Initialization
# depth :
#--------------------------------------------------------------------------
def initialize(depth = 0)
# Run Original Method
tds_cutscene_skip_game_interpreter_initialize(depth)
# Set Cutscene Flags
@cutscene_active = @cutscene_skipped = @cutscene_skipping = false
end
#--------------------------------------------------------------------------
# * Determine if Cutscene is active
#--------------------------------------------------------------------------
def cutscene_active? ; @cutscene_active and running? end
def cutscene_skipped? ; @cutscene_skipped and running? end
#--------------------------------------------------------------------------
# * Start Cutscene
#--------------------------------------------------------------------------
def start_cutscene
# Set Cutscene Active Flag to true
@cutscene_active = true
# Set Cutscene Skipped Flag to false
@cutscene_skipped = false
end
#--------------------------------------------------------------------------
# * Skip Cutscene
#--------------------------------------------------------------------------
def skip_cutscene
# Set Cutscene Skipping and Skipped Flag to true
@cutscene_skipping = @cutscene_skipped = true
# Clear Game Messages
$game_message.clear
# Reset Map Scrolling
$game_map.finish_scrolling
# Stop All Forced Movement on map
$game_map.stop_all_forced_move_route
# Set Fiber to nil
@fiber = nil
end
#--------------------------------------------------------------------------
# * Finish Cutscene
#--------------------------------------------------------------------------
def finish_cutscene
# Set Cutscene Skipping and Cutscene Active Flag to false
@cutscene_skipping = @cutscene_active = false
end
#--------------------------------------------------------------------------
# * Label
#--------------------------------------------------------------------------
def command_118
# Run Original Method
tds_cutscene_skip_game_interpreter_command_118
# Start Cutscene if the Cutscene Start Label has been reached
start_cutscene if @params.at(0).include?("CUTSCENE_START")
# Finish Cutscene if the Cutscene End Label has been reached
finish_cutscene if @params.at(0).include?("CUTSCENE_END")
end
#--------------------------------------------------------------------------
# * Set Center Screen Display Position
#--------------------------------------------------------------------------
def set_center_display_pos(x, y)
center_x = (Graphics.height / 32 - 1) / 2.0
center_y = (Graphics.width / 32 - 1) / 2.0
$game_map.set_display_pos(x - 2 - center_x, y - center_y)
end
#--------------------------------------------------------------------------
# * Execute Command
#--------------------------------------------------------------------------
def execute_command
# If Cutscene has been skipped
if @cutscene_skipping
# Get Command and it's properties
command = @list[@index] ; @params = command.parameters ; @indent = command.indent
# Command Code Case
case command.code
when 118, 121..123, 125..129, 132..138, 201..203, 206, 211, 216, 217, 231, 233, 235, 281..285, 311..324
when 204 # Scroll Map
# Process Scrolling Method and Finish Map Scrolling
command_204 ; $game_map.finish_scrolling ; return
when 223 # Map tone Change
# Change Fade time to 0 and remove wait
@params[1] = 0 ; @params[2] = false
when 234 # Change Picture Tone
# Change Picture Tone and Remove Wait
@params[2] = 0 ; @params[3] = false
when 232 # Move Picture
# Change Move Picture Duration and Remove Wait
@params[10] = 0 ; @params[11] = false
when 335 # Script
else ; return
end
method_name = "command_#{command.code}"
send(method_name) if respond_to?(method_name)
return
end
# Run Original Command
tds_cutscene_skip_game_interpreter_execute_command
end
end
#==============================================================================
# ** Game_Map
#------------------------------------------------------------------------------
# This class handles maps. It includes scrolling and passage determination
# functions. The instance of this class is referenced by $game_map.
#==============================================================================
class Game_Map
#--------------------------------------------------------------------------
# * Finish Map Scrolling
#--------------------------------------------------------------------------
def finish_scrolling
# Scroll Direction Case
case @scroll_direction
when 2 ; set_display_pos(@display_x, @display_y + @scroll_rest.abs) # Down
when 4 ; set_display_pos(@display_x - @scroll_rest.abs, @display_y) # Left
when 6 ; set_display_pos(@display_x + @scroll_rest.abs, @display_y) # Left
when 8 ; set_display_pos(@display_x, @display_y - @scroll_rest.abs) # Up
end
# Setup Scroll
setup_scroll
end
#--------------------------------------------------------------------------
# * Stop All forced movement
#--------------------------------------------------------------------------
def stop_all_forced_move_route
# Stop Events Forced Move Route
@events.each_value {|e| e.stop_move_route }
# Stop Player Move Route
$game_player.stop_move_route
end
end
#==============================================================================
# ** Game_Character
#------------------------------------------------------------------------------
# This class deals with characters. It's used as a superclass of the
# Game_Player, Game_Follower, GameVehicle and Game_Event classes.
#==============================================================================
class Game_Character < Game_CharacterBase
#--------------------------------------------------------------------------
# * Stop Move Route Processing
#--------------------------------------------------------------------------
def stop_move_route
# Return if Move route is not forced
return if !@move_route_forcing
# Move to current position (If they were already in mid movement)
moveto(@x, @y)
# Restore Move Route
restore_move_route
# Set Move Route Force Flag to false
@move_route_forcing = false
end
end
#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
# This class performs the map screen processing.
#==============================================================================
class Scene_Map < Scene_Base
#--------------------------------------------------------------------------
# * Alias Listings
#--------------------------------------------------------------------------
alias tds_silver_heart_scene_map_update update
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update Cutscene Skip Input if in a Cutscene
update_cutscene_skip_input if $game_map.interpreter.cutscene_active?
# Run Original Method
tds_silver_heart_scene_map_update
end
#--------------------------------------------------------------------------
# * Update Cutscene Skip Input
#--------------------------------------------------------------------------
def update_cutscene_skip_input
# If Input Trigger CTRL
if Input.trigger?(:CTRL)
# Play Ok Sound
Sound.play_ok
# Make Cutscene Cover Sprite
@cutscene_cover = Sprite.new
@cutscene_cover.bitmap = Graphics.snap_to_bitmap
@cutscene_cover.bitmap.blur
@cutscene_cover.opacity = 0
@cutscene_cover.tone.set(-30, -30, -30)
@cutscene_cover.z = 5000
# Make Cutscene Skip Window
@cutscene_skip_window = Window_Cutscene_Skip_Prompt.new
@cutscene_skip_window.x = (Graphics.width - @cutscene_skip_window.width) / 2
@cutscene_skip_window.y = (Graphics.height - @cutscene_skip_window.height) / 2
@cutscene_skip_window.z = 5100
@cutscene_skip_window.index = 1
@cutscene_skip_window.openness = 0
@cutscene_skip_window.open
15.times do
# Update Graphics
Graphics.update
# Increase Cutscene Cover Opacity
@cutscene_cover.opacity += 17
end
10.times do
# Update Graphics
Graphics.update
# Update Cutscene Skip Window
@cutscene_skip_window.update
end
loop do
# Update Graphics and Input
Graphics.update ; Input.update
# Update Cutscene Skip Window
@cutscene_skip_window.update
# If Input Trigger C (Confirm)
if Input.trigger?(:C)
# Play Ok Sound
Sound.play_ok
case @cutscene_skip_window.index
when 0 # Yes
# Deactivate Skip Cutscene window
@cutscene_skip_window.deactivate
# Close Cutscene Skip Window
@cutscene_skip_window.close
10.times do
# Update Graphics
Graphics.update
# Update Cutscene Skip Window
@cutscene_skip_window.update
end
# Save BGM
$game_system.save_bgm
# Fadeout
$game_map.screen.start_fadeout(30)
# Fade Time
time = 500
# Fadeout all Sound
RPG::BGM.fade(time) ; RPG::BGS.fade(time) ; RPG::ME.fade(time)
# Fading Out Wait
35.times do
# Update Graphics
Graphics.update
$game_map.screen.update_fadeout
@spriteset.update_viewports
@cutscene_cover.color.set(0, 0, 0, 255 - $game_map.screen.brightness)
end
# Stop All Sound
RPG::BGM.stop ; RPG::BGS.stop ; RPG::ME.stop
# Dispose of Cutscene Cover
@cutscene_cover.bitmap.dispose ; @cutscene_cover.dispose ; @cutscene_cover = nil
# Dispose of Cutscene Skip Window
@cutscene_skip_window.dispose ; @cutscene_skip_window = nil
# Update Input
Input.update
# Process Cutscene Skipping
$game_map.interpreter.skip_cutscene
# Dispose of Message Window
@message_window.dispose ; @message_window = nil
# Create Message Window
create_message_window
break
when 1 # No
# Deactivate Skip Cutscene window
@cutscene_skip_window.deactivate
# Close Cutscene Skip Window
@cutscene_skip_window.close
10.times do
# Update Graphics
Graphics.update
# Decrease Cutscene Cover Opacity
@cutscene_cover.opacity -= 17
# Update Cutscene Skip Window
@cutscene_skip_window.update
end
# Dispose of Cutscene Cover
@cutscene_cover.bitmap.dispose ; @cutscene_cover.dispose ; @cutscene_cover = nil
# Dispose of Cutscene Skip Window
@cutscene_skip_window.dispose ; @cutscene_skip_window = nil
# Update Input
Input.update
end
break
end
# If Input Trigger B (Cancel)
if Input.trigger?(:B)
# Play Cancel Sound
Sound.play_cancel
# Deactivate Skip Cutscene window
@cutscene_skip_window.deactivate
# Close Cutscene Skip Window
@cutscene_skip_window.close
10.times do
# Update Graphics
Graphics.update
# Decrease Cutscene Cover Opacity
@cutscene_cover.opacity -= 17
# Update Cutscene Skip Window
@cutscene_skip_window.update
end
# Dispose of Cutscene Cover
@cutscene_cover.bitmap.dispose ; @cutscene_cover.dispose ; @cutscene_cover = nil
# Dispose of Cutscene Skip Window
@cutscene_skip_window.dispose ; @cutscene_skip_window = nil
# Update Input
Input.update
break
end
end
end
end
end
#==============================================================================
# ** Window_Save_File_Prompt
#------------------------------------------------------------------------------
# This window handles save file overwrite prompt
#==============================================================================
class Window_Cutscene_Skip_Prompt < Window_Command
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(466, 170)
end
#--------------------------------------------------------------------------
# * Window Width and Height
#--------------------------------------------------------------------------
def window_width ; 190 end
def window_height ; 77 end
#--------------------------------------------------------------------------
# * Window Standard Padding
#--------------------------------------------------------------------------
def standard_padding ; 0 end
#--------------------------------------------------------------------------
# * Item Rect
#--------------------------------------------------------------------------
def item_rect(index)
rect = Rect.new
rect.width = item_width
rect.height = item_height
rect.x = 12 + index % col_max * item_width + 5
rect.y = 37 + index / col_max
rect
end
#--------------------------------------------------------------------------
# * Ok Enabled Handling
#--------------------------------------------------------------------------
def ok_enabled? ; false end
#--------------------------------------------------------------------------
# * Max Columns
#--------------------------------------------------------------------------
def col_max ; 2 end
#--------------------------------------------------------------------------
# * Command Text Alignment
#--------------------------------------------------------------------------
def alignment ; 1 end
#--------------------------------------------------------------------------
# * Make Commands List
#--------------------------------------------------------------------------
def make_command_list
add_command("Yes", :yes, true) ; add_command("No", :no, true)
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
super
contents.font.color = knockout_color
draw_text(12, 12, 166, 24, "Skip Cutscene?", 1)
end
endBugs e Conflitti Noti
N/A
Altri dettagli
N/A
-
Altro limite! XD Questo però è più pesante, ci starebbe in giochi con poche cose da comprare o limite unito ad uno script per le banche ^ ^
Limito tutto xD
Comunque hai ragione le banche senza questo script non hanno senso ahahaha
-
Display Max Gold v1.01
Descrizione
Permette di imporre un limite a l'oro che il giocatore puo possedere
http://i109.photobucket.com/albums/n48/Hyomoto/max_gold.jpg
Autore
Hyomoto
Allegati
N/A
Istruzioni per l'uso
Inserire lo script sotto materials
Script
#==============================================================================
#
# ▼ Display Max Gold v1.01
# -- Last Updated: 2012.10.07
# -- Level: Simple
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["DisplayMaxGold"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.10.08 - Fixed dependency on Yanfly's Adjust Limits
# 2012.10.07 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Changes the currency display on the status screen to also show your maximum
# allowance.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================
# ▼ I will not help you troubleshoot if you change anything below; I will
# incorporate fixes if your find something that is broken.
#==============================================================================
module MOTO
module MAXGOLD
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Seperator -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# Choose the seperator.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
SEPARATOR = " of "
end # MAXGOLD
end # MOTO
#==============================================================================
# ■ Window_Gold
#==============================================================================
class Window_Gold < Window_Base
#--------------------------------------------------------------------------
# overwrite method: refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
if SceneManager.scene_is?(Scene_Menu)
return maxgold_draw_currency_value(value, currency_unit, 4, 0, contents.width - 8)
end
draw_currency_value(value, currency_unit, 4, 0, contents.width - 8)
end
#--------------------------------------------------------------------------
# new method: maxgold_draw_currency_value
#--------------------------------------------------------------------------
def maxgold_draw_currency_value(value, unit, dx, dy, dw)
if $imported["YEA-AdjustLimits"]
contents.font.size = YEA::LIMIT::GOLD_FONT
cx = gold_icon?(unit) ? 24 : text_size(unit).width
change_color(normal_color)
text = value.group + MOTO::MAXGOLD::SEPARATOR + $game_party.max_gold.group
text = YEA::LIMIT::TOO_MUCH_GOLD if contents.text_size(text).width > dw-cx
draw_text(dx, dy, dw - cx - 2, line_height, text, 2)
change_color(system_color)
draw_icon(Icon.gold, dx+dw-24, dy) if gold_icon?(unit)
draw_text(dx, dy, dw, line_height, unit, 2) unless gold_icon?(unit)
reset_font_settings
else
cx = text_size(unit).width
change_color(normal_color)
draw_text(dx, dy, dw - cx - 2, line_height,
value.group + MOTO::MAXGOLD::SEPARATOR + $game_party.max_gold.group, 2)
change_color(system_color)
draw_text(dx, dy, dw, line_height, unit, 2)
end
end
end # Window_Gold
#==============================================================================
#
# ▼ End of File
#
#==============================================================================Bugs e Conflitti Noti
N/A
Altri dettagli
N/A
-
carino ecco qualcosa in piu per attirare il mio interesse grazie raffy, e con questo ho tutti gli script per l'aspetto tecnico, ho quasi tutta la grafica, e ho una storia da inserire, insomma grazie a te posso anche iniziare a darmi da fare xD
Prg u.u
-
Descrizione
Questo script permette di impone un limite all'inventario del giocatore ed aggiunge la possibilita di scartare oggetti
http://3.bp.blogspot.com/-kuPP_aKGwig/UhDrfPdBbHI/AAAAAAAABMk/ziL9QOiS53I/s400/limited01.jpghttp://2.bp.blogspot.com/-8449bOTP6Nw/UhDrfR4PbxI/AAAAAAAABMo/t8qOmt1fM2c/s400/limited02.jpg
Autore
Theo
Allegati
N/A
Istruzioni per l'uso
Inserisci lo script sotto materials
Script
# =============================================================================
# TheoAllen - Limited Inventory
# Version : 1.2c
# Contact : www.rpgmakerid.com (or) http://theolized.blogspot.com
# (English Documentation)
# =============================================================================
($imported ||= {})[:Theo_LimInventory] = true
# =============================================================================
# CHANGE LOGS:
# -----------------------------------------------------------------------------
# 2013.10.07 - Bugfix. Item doesn't removed when discarded
# - Bugfix. Inventory amount not refreshed when item is discarded
# 2013.10.04 - Compatibility fix with chest system
# 2013.08.30 - Now unable to discard key item
# 2013.08.22 - Bugfix. Item size notetag isn't working
# 2013.08.19 - Bugfix when gained item
# - Bugfix when disable display item size in shop menu
# 2013.08.18 - Finished script
# =============================================================================
=begin
# ---------------------------------------------------------------------------
Introduction :
This script allow you to limit your inventory by overall possesed items
instead of individual items
# ---------------------------------------------------------------------------
How to Use :
Put this script below material but above main
If you're using YEA - Shop Option, put it below that script
Edit configurations and the notetags as described below
# ---------------------------------------------------------------------------
Notetags :
write down these notetags to the notebox in your database
Use this notetag where the n is a numeric value which is determine the size
of item. Use 0 for unlimited item. Only works for item and equipment such as
weapon or armor.
Use this notetag to determine the additional avalaible free inventory slot.
This notetag avalaible for Actor, Class, Equip, and States. If it's for
actor, avalaible inventory slot will increase when a new actor entered party.
If it's for equip, the avalaible slot will be increase if the certain equip
is equipped. And so do states
Inverse of . It will decrease the avalaible inventory slot. Pretty
clear I think.
# ---------------------------------------------------------------------------
Script call :
If you want to force gain an item even the inventory is full, you can do it
by script call. Just write this following line
force_gain_item($data_items[id],amount)
id is an item id in your database
# ---------------------------------------------------------------------------
Terms of use :
Credit me, TheoAllen. You are free to edit this script by your own. As long
as you don't claim it yours. For commercial purpose, don't forget to give me
a free copy of the game.
=end
# =============================================================================
# Configurations :
# =============================================================================
module THEO
module LimInv
# --------------------------------------------------------------------------
# General Settings (just put true / false)
# --------------------------------------------------------------------------
DynamicSlot = true
# Total avalaible inventory slot depends on actor, states, total party
# members, etc ...
Display_ItemSize = true
# Diplay item size in item menu
Include_Equip = true
# Total used inventory slot will also include actor equipment.
DrawTotal_Size = true
# If true, item size window will show total weight of specified item. For
# example, you have 10 potions. And each potion has 3 size/weight. The window
# will show 30 instead of 3
# --------------------------------------------------------------------------
# Numeric Settings
# --------------------------------------------------------------------------
Default_FreeSlot = 100
# Default free slot which is provided each actor. Of course, you may change
# it by notetag. If DynamicSlot is set to false, it will be the the total
# avalaible slot
NearMaxed_Percent = 25
# Percentage to determine if the inventory is almost maxed out or not
NearMaxed_Color = 21
# If inventory is almost maxed out, the inventory window will be drawn in
# different color. The color code is same as \C[n] in message
UseCommand_Size = 200
# The width of use item command window
# --------------------------------------------------------------------------
# Vocab Settings (Self-explanatory I think)
# --------------------------------------------------------------------------
InvSlotVocab = "Inventory: " # Inventory Vocab
InvSizeVocab = "Item Size: " # Item size / weight
SlotVocabShort = "Inv:" # Abbreviation for Inventory
UseVocab = "Use item" # Use item
DiscardVocab = "Discard item" # Discard Item
CancelVocab = "Cancel" # Cancel
end
end
# ============================================================================
# Do not touch anything pass this line.
# ============================================================================
# I told you ...
# ============================================================================
# Altered built in modules and classes
# ============================================================================
class << DataManager
alias theo_limited_item_load_db load_database
def load_database
theo_limited_item_load_db
load_limited_slot
end
def load_limited_slot
database = $data_actors + $data_classes + $data_weapons + $data_armors +
$data_states + $data_items
database.compact.each do |db|
db.load_limited_inv
end
end
end
class RPG::BaseItem
attr_accessor :inv_size # Item inventory size
attr_accessor :inv_mod # Inventory slot modifier
def load_limited_inv
@inv_size = 1
@inv_mod = self.is_a?(RPG::Actor) ? THEO::LimInv::Default_FreeSlot : 0
self.note.split(/[\r\n]+/).each do |line|
case line
when /<(?:INV_SIZE|inv size): [ ]*(\d+)>/i
@inv_size = $1.to_i
when /<(?:INV_PLUS|inv plus): [ ]*(\d+)>/i
@inv_mod = $1.to_i
when /<(?:INV_MINUS|inv minus): [ ]*(\d+)>/i
@inv_mod = -$1.to_i
end
end
end
end
# ============================================================================
# Data structures and workflows goes here
# ============================================================================
class Game_Actor < Game_Battler
def equip_size
return 0 unless THEO::LimInv::Include_Equip
equips.compact.inject(0) {|total,equip| total + equip.inv_size}
end
def inv_max
result = $data_actors[id].inv_mod
result += $data_classes[class_id].inv_mod
result += states.inject(0) {|total,db| total + db.inv_mod}
result += equips.compact.inject(0) {|total,db| total + db.inv_mod}
result
end
end
class Game_Party < Game_Unit
def inv_max
return THEO::LimInv::Default_FreeSlot unless THEO::LimInv::DynamicSlot
return members.inject(0) {|total,member| total + member.inv_max}
end
def inv_maxed?
inv_max <= total_inv_size
end
def total_inv_size
result = all_items.inject(0) {|total,item| total +
(item_number(item) * item.inv_size)}
result += members.inject(0) {|total,member| total + member.equip_size}
result
end
alias theo_liminv_max_item max_item_number
def max_item_number(item)
$BTEST ? theo_liminv_max_item(item) : inv_max_item(item) + item_number(item)
end
def inv_max_item(item)
return 9999999 if item.nil? || item.inv_size == 0
free_slot / item.inv_size
end
def free_slot
inv_max - total_inv_size
end
alias theo_liminv_item_max? item_max?
def item_max?(item)
$BTEST ? theo_liminv_item_max?(item) : inv_maxed?
end
def near_maxed?
free_slot.to_f / inv_max <= THEO::LimInv::NearMaxed_Percent/100.0
end
def item_size(item)
return 0 unless item
item.inv_size * item_number(item)
end
def force_gain_item(item, amount)
container = item_container(item.class)
return unless container
last_number = item_number(item)
new_number = last_number + amount
container[item.id] = [new_number, 0].max
container.delete(item.id) if container[item.id] == 0
$game_map.need_refresh = true
end
end
class Game_Interpreter
def force_gain_item(item, amount)
$game_party.force_gain_item(item, amount)
end
end
# ============================================================================
# Window related class goes here
# ============================================================================
class Window_Base < Window
def draw_inv_slot(x,y,width = contents.width,align = 2)
txt = sprintf("%d/%d",$game_party.total_inv_size, $game_party.inv_max)
color = THEO::LimInv::NearMaxed_Color
if $game_party.near_maxed?
change_color(text_color(color))
else
change_color(normal_color)
end
draw_text(x,y,width,line_height,txt,align)
change_color(normal_color)
end
def draw_inv_info(x,y,width = contents.width)
change_color(system_color)
draw_text(x,y,width,line_height,THEO::LimInv::InvSlotVocab)
change_color(normal_color)
draw_inv_slot(x,y,width)
end
def draw_item_size(item,x,y,total = true,width = contents.width)
rect = Rect.new(x,y,width,line_height)
change_color(system_color)
draw_text(rect,THEO::LimInv::InvSizeVocab)
change_color(normal_color)
number = (THEO::LimInv::DrawTotal_Size && total) ?
$game_party.item_size(item) : item.nil? ? 0 : item.inv_size
draw_text(rect,number,2)
end
end
class Window_MenuLimInv < Window_Base
def initialize(width)
super(0,0,width,fitting_height(1))
refresh
end
def refresh
contents.clear
change_color(system_color)
txt = THEO::LimInv::SlotVocabShort
draw_text(0,0,contents.width,line_height,txt)
draw_inv_slot(0,0)
end
end
class Window_ItemSize < Window_Base
def initialize(x,y,width)
super(x,y,width,fitting_height(1))
end
def set_item(item)
@item = item
refresh
end
def refresh
contents.clear
draw_item_size(@item,0,0)
end
end
class Window_FreeSlot < Window_Base
def initialize(x,y,width)
super(x,y,width,fitting_height(1))
refresh
end
def refresh
contents.clear
draw_inv_info(0,0)
end
end
class Window_ItemUseCommand < Window_Command
include THEO::LimInv
def initialize
super(0,0)
self.openness = 0
end
def set_item(item)
@item = item
refresh
end
def window_width
UseCommand_Size
end
def make_command_list
add_command(UseVocab, :use, $game_party.usable?(@item))
add_command(DiscardVocab, :discard, discardable?(@item))
add_command(CancelVocab, :cancel)
end
def to_center
self.x = Graphics.width/2 - width/2
self.y = Graphics.height/2 - height/2
end
def discardable?(item)
return false if item.nil?
!(item.is_a?(RPG::Item) && item.itype_id == 2)
end
end
class Window_DiscardAmount < Window_Base
attr_accessor :cmn_window
attr_accessor :itemlist
attr_accessor :freeslot
def initialize(x,y,width)
super(x,y,width,fitting_height(1))
self.openness = 0
@amount = 0
end
def set_item(item)
@item = item
@amount = 0
refresh
end
def refresh
contents.clear
return unless @item
draw_item_name(@item,0,0,true,contents.width)
txt = sprintf("%d/%d",@amount, $game_party.item_number(@item))
draw_text(0,0,contents.width,line_height,txt,2)
end
def draw_item_name(item, x, y, enabled = true, width = 172)
return unless item
draw_icon(item.icon_index, x, y, enabled)
change_color(normal_color, enabled)
draw_text(x + 24, y, width, line_height, item.name + ":")
end
def update
super
return unless open?
change_amount(1) if Input.repeat?(:RIGHT)
change_amount(-1) if Input.repeat?(:LEFT)
change_amount(10) if Input.repeat?(:UP)
change_amount(-10) if Input.repeat?(:DOWN)
lose_item if Input.trigger?(:C)
close_window if Input.trigger?(:B)
end
def change_amount(num)
@amount = [[@amount+num,0].max,$game_party.item_number(@item)].min
Sound.play_cursor
refresh
end
def lose_item
$game_party.lose_item(@item,@amount)
@itemlist.redraw_current_item
@freeslot.refresh
if $game_party.item_number(@item) == 0
@itemlist.refresh
end
close_window
end
def close_window
close
@cmn_window.activate
Sound.play_ok
end
end
class Window_ItemList < Window_Selectable
attr_reader :item_size_window
def item_size_window=(window)
@item_size_window = window
update_help
end
alias theo_liminv_update_help update_help
def update_help
theo_liminv_update_help
@item_size_window.set_item(item) if @item_size_window
end
alias theo_liminv_height= height=
def height=(height)
self.theo_liminv_height = height
refresh
end
def enable?(item)
return !item.nil?
end
end
class Window_ShopNumber < Window_Selectable
attr_accessor :mode
alias theo_liminv_init initialize
def initialize(x, y, height)
theo_liminv_init(x, y, height)
@mode = :buy
end
alias theo_liminv_refresh refresh
def refresh
theo_liminv_refresh
draw_itemsize
end
def draw_itemsize
item_size = @number * @item.inv_size
total_size = $game_party.total_inv_size +
(@mode == :buy ? item_size : -item_size)
txt = sprintf("%d/%d",total_size,$game_party.inv_max)
ypos = item_y + line_height * ($imported["YEA-ShopOptions"] ? 5 : 4)
rect = Rect.new(4,ypos,contents.width-8,line_height)
change_color(system_color)
draw_text(rect,THEO::LimInv::InvSlotVocab)
change_color(normal_color)
draw_text(rect,txt,2)
end
end
class Window_ShopStatus < Window_Base
if THEO::LimInv::Display_ItemSize
alias theo_liminv_draw_posses draw_possession
def draw_possession(x, y)
theo_liminv_draw_posses(x,y)
y += line_height
draw_item_size(@item,x,y,false, contents.width-(x*2))
end
if $imported["YEA-ShopOptions"]
def draw_actor_equip_info(dx, dy, actor)
dy += line_height
enabled = actor.equippable?(@item)
change_color(normal_color, enabled)
draw_text(dx, dy, contents.width, line_height, actor.name)
item1 = current_equipped_item(actor, @item.etype_id)
draw_actor_param_change(dx, dy, actor, item1) if enabled
end
end # $imported["YEA-ShopOption"]
end # Display item size
end
# ============================================================================
# Scene classes goes here
# ============================================================================
class Scene_Menu < Scene_MenuBase
alias theo_liminv_start start
def start
theo_liminv_start
create_liminv_window
end
def create_liminv_window
@lim_inv = Window_MenuLimInv.new(@gold_window.width)
@lim_inv.x = @command_window.x
@lim_inv.y = @command_window.height
end
end
class Scene_Item < Scene_ItemBase
alias theo_liminv_start start
def start
theo_liminv_start
resize_item_window
create_freeslot_window
create_itemsize_window
create_usecommand_window
create_discard_amount
end
def resize_item_window
@item_window.height -= @item_window.line_height * 2
end
def create_freeslot_window
wy = @item_window.y + @item_window.height
wh = THEO::LimInv::Display_ItemSize ? Graphics.width/2 : Graphics.width
@freeslot = Window_FreeSlot.new(0,wy,wh)
@freeslot.viewport = @viewport
end
def create_itemsize_window
return unless THEO::LimInv::Display_ItemSize
wx = @freeslot.width
wy = @freeslot.y
ww = wx
@itemsize = Window_ItemSize.new(wx,wy,ww)
@itemsize.viewport = @viewport
@item_window.item_size_window = @itemsize
end
def create_usecommand_window
@use_command = Window_ItemUseCommand.new
@use_command.to_center
@use_command.set_handler(:use, method(:use_command_ok))
@use_command.set_handler(:discard, method(:on_discard_ok))
@use_command.set_handler(:cancel, method(:on_usecmd_cancel))
@use_command.viewport = @viewport
end
def create_discard_amount
wx = @use_command.x
wy = @use_command.y + @use_command.height
ww = @use_command.width
@discard_window = Window_DiscardAmount.new(wx,wy,ww)
@discard_window.cmn_window = @use_command
@discard_window.itemlist = @item_window
@discard_window.freeslot = @freeslot
@discard_window.viewport = @viewport
end
alias theo_liminv_item_ok on_item_ok
def on_item_ok
@use_command.set_item(item)
@use_command.open
@use_command.activate
@use_command.select(0)
end
alias theo_liminv_use_item use_item
def use_item
@use_command.close
theo_liminv_use_item
@freeslot.refresh
end
def use_command_ok
theo_liminv_item_ok
@use_command.close
end
def on_discard_ok
@discard_window.set_item(item)
@discard_window.open
end
def on_usecmd_cancel
@item_window.activate
@use_command.close
@use_command.deactivate
end
end
class Scene_Shop < Scene_MenuBase
alias theo_liminv_buy_ok on_buy_ok
def on_buy_ok
@number_window.mode = :buy
theo_liminv_buy_ok
end
alias theo_liminv_sell_ok on_sell_ok
def on_sell_ok
@number_window.mode = :sell
theo_liminv_sell_ok
end
endBugs e Conflitti Noti
N/A
Altri dettagli
N/A
-
Descrizione
Girando su internet ho trovato questo script davvero carino che modifica la grafica del menu equipaggiamento
http://himeworks.files.wordpress.com/2014/01/instanceitems11.jpg
Autore
Hime WorksAllegati
Nessuno
Istruzioni per l'uso
Inserite lo script sotto materials
Script
https://www.dropbox.com/sh/sz6mpw5n2d6zxi2/uaT63tPvGw/RMVXA%20Scripts/Instance_Items.txt
Bugs e Conflitti Noti
N/A
Altri dettagli
Nessuno
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Come si possono ottenere dei file ogv per le movie^
-
Ok grazie.
(In Giapponia)xD
-
Si era un joypad!
Grazie mille...
Ma come ci hai pensato?
-
Te lo fa anche su un nuovo progetto? Sicuro di aver rimosso tutto? ^ ^
Considera anche di premere F1 in game per vedere la corrispondenza dei tasti, magari è saltata quella ^ ^
Si anche in un nuovo progetto.
Ho visto anche la corrispondenza ho resettato tutto ma niente.
-
Dopo aver inserito il modulo di supporto di Holy87 e lo script Ace web title command la barra spaziatrice e qualunque altro tasto di interazione e stato disabilitato o per lo meno non funziona su rpg maker vx ace.
Ovviamente ho rimosso entrambi gli script ma nonostante questo il problema persiste.
Grazie a tutti coloro che risponderanno attendo una risposta.
-
Ci lavorerò, ma al momento devo aggiornare lo script del titolo prima di questo, così li rendo biunivocamente compatibili.
Daccordo aspetto l'aggiornamento ;)
-
Si pero nei vecchi post non c'e la risposta

Cambiare nome ad una mappa
in Richieste scripts RGSS3 (VX-Ace)
Posted
Condizioni e variabili come quelle che utilizzo x gli eventi? .-.