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raffy2010

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Posts posted by raffy2010

  1. 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

  2. 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
    end

     

    Bugs e Conflitti Noti

    N/A

     

    Altri dettagli

    N/A

  3. 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

  4. 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

  5. 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
    end

     

    Bugs e Conflitti Noti

    N/A

     

    Altri dettagli

    N/A

  6. 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 Works

     

    Allegati

    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

  7. 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.

  8. 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.

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