nomorehero Posted May 22, 2012 Share Posted May 22, 2012 (edited) Monster Book Descrizione Permette di creare un bestiario Autore MogHunter #============================================================================== # +++ MOG - MONSTER BOOK (v1.1) +++ #============================================================================== # By Moghunter # http://www.atelier-rgss.com/ #============================================================================== # Sistema que permite verificar os parâmetros dos inimigos derrotados, # o que inclui o battleback e a música de batalha. # #============================================================================== # Para chamar o script use o comando abaixo. # # SceneManager.call(Monster_Book) # #==============================================================================#============================================================================== # ● Histórico (Version History) #============================================================================== # v 1.1 - Correção na atualização do battleback em imagens repetidas. # - Correção na execução da música quando o pitch ou volume é diferente. # - Correção no espaço entre os números de parametros. #==============================================================================[/color][/color][/indent] [indent=1][color=#008800][color=#000099]module MOG_MONSTER_BOOK #Ocultar inimigos especificos da lista de inimigos. HIDE_ENEMIES_ID = [9,10] #Ativar a música de batalha. PLAY_MUSIC = true #Definição da palavra Completado. COMPLETED_WORD = "Completed" #Ativar o Monster Book no Menu. MENU_COMMAND = true #Nome do comando apresentado no menu. MENU_COMMAND_NAME = "Bestiary" end #============================================================================== # ■ Game_Temp #============================================================================== class Game_Temp attr_accessor :bestiary_battleback1_name attr_accessor :bestiary_battleback2_name #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- alias mog_bestiary_initialize initialize def initialize @bestiary_battleback1_name = "Crystal1" @bestiary_battleback1_name = "crystal" mog_bestiary_initialize end end #============================================================================== # ■ Game_System #============================================================================== class Game_System attr_accessor :bestiary_defeated attr_accessor :bestiary_battleback attr_accessor :bestiary_music #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- alias mog_monster_book_initialize initialize def initialize @bestiary_defeated = [] @bestiary_battleback = [] @bestiary_music = [] mog_monster_book_initialize end end #============================================================================== # ■ Spriteset_Battle #============================================================================== class Spriteset_Battle #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- alias mog_bestiary_initialize initialize def initialize mog_bestiary_initialize $game_temp.bestiary_battleback1_name = battleback1_name $game_temp.bestiary_battleback2_name = battleback2_name end end[/color][/color][/indent] [indent=1][color=#008800][color=#000099]#============================================================================== # ■ Game_Enemy #============================================================================== class Game_Enemy < Game_Battler attr_accessor :enemy_id #-------------------------------------------------------------------------- # ● Die #-------------------------------------------------------------------------- alias mog_monster_book_die die def die mog_monster_book_die check_monster_book end #-------------------------------------------------------------------------- # ● Check Monster Book #-------------------------------------------------------------------------- def check_monster_book if $game_system.bestiary_defeated[@enemy_id] == nil $game_system.bestiary_defeated[@enemy_id] = 0 $game_system.bestiary_battleback[@enemy_id] = [$game_temp.bestiary_battleback1_name,$game_temp.bestiary_battleback2_name] $game_system.bestiary_music[@enemy_id] = $game_system.battle_bgm end $game_system.bestiary_defeated[@enemy_id] += 1 end end #============================================================================== # ■ Window_Monster_Status #==============================================================================[/color][/color][/indent] [indent=1][color=#008800][color=#000099]class Window_Monster_Status < Window_Selectable #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- def initialize(enemy) super(0, 288, 544, 128) self.opacity = 255 self.z = 300 refresh(enemy) activate end[/color][/color][/indent] [indent=1][color=#008800][color=#000099] #-------------------------------------------------------------------------- # ● Refresh #-------------------------------------------------------------------------- def refresh(enemy) self.contents.clear if $game_system.bestiary_defeated[enemy.id] == nil self.contents.draw_text(0,0 , 180, 24, "No Data",0) else change_color(system_color) w_max = 50 ex = 16 self.contents.draw_text(0,0 , w_max, 24, Vocab::param(0),0) self.contents.draw_text(0,24 * 1 , w_max, 24, Vocab::param(1),0) self.contents.draw_text(0,24 * 2 , w_max, 24, Vocab::param(2),0) self.contents.draw_text(0,24 * 3 , w_max, 24, Vocab::param(3),0) self.contents.draw_text(128,24 * 0 , w_max, 24, Vocab::param(4),0) self.contents.draw_text(128,24 * 1 , w_max, 24, Vocab::param(5),0) self.contents.draw_text(128,24 * 2 , w_max, 24, Vocab::param(6),0) self.contents.draw_text(128,24 * 3 , w_max, 24, Vocab::param(7),0) self.contents.draw_text(256,24 * 0 , w_max, 24, "Exp",0) self.contents.draw_text(384,24 * 0 , w_max, 24, Vocab::currency_unit,0) self.contents.draw_text(256,24 * 1 , w_max, 24, "Treasure",0) change_color(normal_color,true) w_max2 = 64 #HP self.contents.draw_text(32 + ex,0 , w_max2, 24, enemy.params[0],2) #MP self.contents.draw_text(32 + ex,24 * 1 , w_max2, 24, enemy.params[1],2) #ATK self.contents.draw_text(32 + ex,24 * 2 ,w_max2 , 24, enemy.params[2],2) #Def self.contents.draw_text(32 + ex,24 * 3 , w_max2, 24, enemy.params[3],2) #Mag Power self.contents.draw_text(160 + ex,24 * 0 , w_max2, 24, enemy.params[4],2) #Mag Def self.contents.draw_text(160 + ex,24 * 1 , w_max2, 24, enemy.params[5],2) #Agility self.contents.draw_text(160 + ex,24 * 2 , w_max2, 24, enemy.params[6],2) #Luck self.contents.draw_text(160 + ex,24 * 3 , w_max2, 24, enemy.params[7],2) #EXP self.contents.draw_text(280,24 * 0 , 96, 24, enemy.exp,2) #Gold self.contents.draw_text(400,24 * 0 , 96, 24, enemy.gold,2) #Drop Items tr = 0 for i in enemy.drop_items next if i.kind == 0 tr += 1 tr_name = $data_items[i.data_id] if i.kind == 1 tr_name = $data_weapons[i.data_id] if i.kind == 2 tr_name = $data_armors [i.data_id] if i.kind == 3 draw_icon(tr_name.icon_index, 336, 24 * tr) self.contents.draw_text(368,24 * tr , 160, 24, tr_name.name.to_s,0) end end end end[/color][/color][/indent] [indent=1][color=#008800][color=#000099]#============================================================================== # ■ Window_Monster_List #============================================================================== class Window_Monster_List < Window_Selectable #------------------------------------------------------------------------------ # ● Initialize #------------------------------------------------------------------------------ def initialize(data) super(312, 64, 232, 224) self.opacity = 255 self.z = 301 @index = -1 @data = data @item_max = @data.size refresh(data) select(0) activate end[/color][/color][/indent] [indent=1][color=#008800][color=#000099]#------------------------------------------------------------------------------ # ● Refresh #------------------------------------------------------------------------------ def refresh(data) self.contents.clear if @item_max > 0 self.contents = Bitmap.new(width - 32, @item_max * 24) for i in 0...@item_max draw_item(i) end end end #------------------------------------------------------------------------------ # ● draw_item MAX #------------------------------------------------------------------------------ def check_item_max @data_max = 0 for i in $data_enemies next if i == nil or MOG_MONSTER_BOOK::HIDE_ENEMIES_ID.include?(i.id) @data_max += 1 end end #------------------------------------------------------------------------------ # ● draw_item #------------------------------------------------------------------------------ def draw_item(index) x = 0 y = index / col_max * 24 n_index = index + 1 if $game_system.bestiary_defeated[@data[index].id] == nil monster_name = "No Data" defeated = " ---- " change_color(normal_color,false) else monster_name = @data[index].name change_color(normal_color,true) end check_item_max d = @data_max > 99 ? "%03d" : @data_max > 9 ? "%02d" : "%01d" text = sprintf(d, n_index).to_s + " - " self.contents.draw_text(x,y , 56, 24, text,0) self.contents.draw_text(x + 56,y , 140, 24, monster_name,0) end[/color][/color][/indent] [indent=1][color=#008800][color=#000099]#------------------------------------------------------------------------------ # ● Item Max #------------------------------------------------------------------------------ def item_max return @item_max == nil ? 0 : @item_max end end[/color][/color][/indent] [indent=1][color=#008800][color=#000099]#============================================================================== # ■ Window_Monster_Comp #============================================================================== class Window_Monster_Comp < Window_Selectable include MOG_MONSTER_BOOK #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- def initialize super(312,0, 232, 64) self.opacity = 255 self.z = 300 refresh activate end #-------------------------------------------------------------------------- # ● Check Completition #-------------------------------------------------------------------------- def check_completion data_max = 0 for i in $data_enemies next if i == nil or MOG_MONSTER_BOOK::HIDE_ENEMIES_ID.include?(i.id) data_max += 1 end comp = 0 for i in 0...$game_system.bestiary_defeated.size comp += 1 if $game_system.bestiary_defeated[i] != nil end @completed = COMPLETED_WORD + " " + comp.to_s + "/" + data_max.to_s end #-------------------------------------------------------------------------- # ● Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear check_completion self.contents.draw_text(0,0, 160, 24, @completed.to_s,0) end end[/color][/color][/indent] [indent=1][color=#008800][color=#000099]#============================================================================== # ■ Monster_Book #============================================================================== class Monster_Book #-------------------------------------------------------------------------- # ● Main #-------------------------------------------------------------------------- def main Graphics.transition execute_loop execute_dispose end [/color][/color][/indent] [indent=1][color=#008800][color=#000099]#-------------------------------------------------------------------------- # ● Execute Loop #-------------------------------------------------------------------------- def execute_loop loop do Graphics.update Input.update update break if SceneManager.scene != self end end #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- def initialize load_data create_window_guide create_enemy_sprite create_battleback @music = [nil,nil,nil] refresh_bgm end #------------------------------------------------------------------------------ # ● Initialize #------------------------------------------------------------------------------ def load_data BattleManager.save_bgm_and_bgs @data = [] for i in $data_enemies next if i == nil or MOG_MONSTER_BOOK::HIDE_ENEMIES_ID.include?(i.id) @data.push(i) end end #-------------------------------------------------------------------------- # ● Execute Dispose #-------------------------------------------------------------------------- def execute_dispose Graphics.freeze @windows_guide.dispose @windows_status.dispose if @enemy_sprite.bitmap != nil @enemy_sprite.bitmap.dispose end @enemy_sprite.dispose dispose_battleback @battleback1.dispose @battleback2.dispose @spriteset.dispose @window_comp.dispose BattleManager.replay_bgm_and_bgs end #-------------------------------------------------------------------------- # ● Dispose_battleback #-------------------------------------------------------------------------- def dispose_battleback if @battleback1.bitmap != nil @battleback1.bitmap.dispose @battleback1.bitmap = nil end if @battleback2.bitmap != nil @battleback2.bitmap.dispose @battleback2.bitmap = nil end end #-------------------------------------------------------------------------- # ● Create Window Guide #-------------------------------------------------------------------------- def create_window_guide @spriteset = Spriteset_Map.new @windows_guide = Window_Monster_List.new(@data) @enemy = @data[@windows_guide.index] @windows_status = Window_Monster_Status.new(@enemy) @window_comp = Window_Monster_Comp.new @old_index = @windows_guide.index @org_pos = [@windows_guide.x,@windows_guide.y] @fade_time = 60 end #-------------------------------------------------------------------------- # ● Create Enemy Sprite #-------------------------------------------------------------------------- def create_enemy_sprite @enemy_sprite = Sprite.new @enemy_sprite.z = 100 @enemy_sprite_org = @enemy_sprite.x refresh_enemy_sprite end #-------------------------------------------------------------------------- # ● Create_Battleback #-------------------------------------------------------------------------- def create_battleback @battleback1 = Sprite.new @battleback1.z = 1 @battleback1.opacity = 0 @battleback2 = Sprite.new @battleback2.z = 2 @battleback2.opacity = 0 @old_battleback = [nil,nil] refresh_batteback end #-------------------------------------------------------------------------- # ● Update #-------------------------------------------------------------------------- def update @windows_guide.update update_command update_animation refresh if @old_index != @windows_guide.index end #-------------------------------------------------------------------------- # ● Update Animation #-------------------------------------------------------------------------- def update_animation update_window_fade_animation update_battleback_animation update_enemy_sprite_animation end #-------------------------------------------------------------------------- # ● Update Enemy Sprite Animation #-------------------------------------------------------------------------- def update_enemy_sprite_animation @enemy_sprite.opacity += 15 if @enemy_sprite.x < @enemy_sprite_org @enemy_sprite.x += 15 @enemy_sprite.x = @enemy_sprite_org if @enemy_sprite.x > @enemy_sprite_org end end #-------------------------------------------------------------------------- # ● Update Window Fade Animation #-------------------------------------------------------------------------- def update_window_fade_animation if @windows_guide.visible @windows_guide.opacity += 15 @windows_guide.contents_opacity += 15 if @windows_guide.y > @org_pos[1] @windows_guide.y -= 25 if @windows_guide.y < @org_pos[1] @windows_guide.y = @org_pos[1] @windows_guide.opacity += 255 @windows_guide.contents_opacity = 255 end end else @windows_guide.opacity -= 15 @windows_guide.contents_opacity -= 15 if @windows_guide.y < (@windows_guide.height + 416) @windows_guide.y += 25 @windows_guide.y = (@windows_guide.height + 416) if @windows_guide.y > (@windows_guide.height + 416) end end end #-------------------------------------------------------------------------- # ● Update Battleback Animation #-------------------------------------------------------------------------- def update_battleback_animation if @old_battleback == nil @battleback1.opacity -= 10 @battleback2.opacity -= 10 else @battleback1.opacity += 10 @battleback2.opacity += 10 end end #-------------------------------------------------------------------------- # ● Update Command #-------------------------------------------------------------------------- def update_command if Input.trigger?(Input::B) Sound.play_cancel SceneManager.return elsif Input.trigger?(Input::C) Sound.play_ok return if @windows_guide.visible @windows_guide.visible = false else @windows_guide.visible = true end end end #-------------------------------------------------------------------------- # ● Refresh Animation #-------------------------------------------------------------------------- def refresh @old_index = @windows_guide.index @enemy = @data[@windows_guide.index] @windows_status.refresh(@enemy) refresh_bgm refresh_enemy_sprite refresh_batteback end #-------------------------------------------------------------------------- # ● Refresh Animation #-------------------------------------------------------------------------- def refresh_enemy_sprite if @enemy_sprite.bitmap != nil @enemy_sprite.bitmap.dispose @enemy_sprite.bitmap = nil end if $game_system.bestiary_defeated[@enemy.id] != nil @enemy_sprite.bitmap = Cache.battler(@enemy.battler_name, @enemy.battler_hue) @enemy_sprite_org = (312/ 2) - (@enemy_sprite.bitmap.width / 2) @enemy_sprite.x = -@enemy_sprite.bitmap.width @enemy_sprite.y = 272 - @enemy_sprite.bitmap.height @enemy_sprite.opacity = 0 end end [/color][/color][/indent] [indent=1][color=#008800][color=#000099]#-------------------------------------------------------------------------- # ● BGM Refresh #-------------------------------------------------------------------------- def refresh_bgm return unless MOG_MONSTER_BOOK::PLAY_MUSIC if $game_system.bestiary_music[@enemy.id] != nil and (@music[0] != $game_system.bestiary_music[@enemy.id].name or @music[1] != $game_system.bestiary_music[@enemy.id].volume or @music[2] != $game_system.bestiary_music[@enemy.id].pitch) m = $game_system.bestiary_music[@enemy.id] @music = [m.name, m.volume, m.pitch] RPG::BGM.stop Audio.bgm_play("Audio/BGM/" + m.name, m.volume, m.pitch) end end #-------------------------------------------------------------------------- # ● Refresh Battleback #-------------------------------------------------------------------------- def refresh_batteback if $game_system.bestiary_battleback[@enemy.id] != nil and (@old_battleback[0] != $game_system.bestiary_battleback[@enemy.id][0] or @old_battleback[1] != $game_system.bestiary_battleback[@enemy.id][1]) @old_battleback = [$game_system.bestiary_battleback[@enemy.id][0], $game_system.bestiary_battleback[@enemy.id][1]] dispose_battleback @battleback1.opacity = 0 @battleback2.opacity = 0 if $game_system.bestiary_battleback[@enemy.id][0] != nil @battleback1.bitmap = Cache.battleback1($game_system.bestiary_battleback[@enemy.id][0]) else @battleback1.bitmap = Cache.battleback1("") end if $game_system.bestiary_battleback[@enemy.id][1] != nil @battleback2.bitmap = Cache.battleback2($game_system.bestiary_battleback[@enemy.id][1]) else @battleback2.bitmap = Cache.battleback2("") end end end end[/color][/color][/indent] [indent=1][color=#008800][color=#000099]if MOG_MONSTER_BOOK::MENU_COMMAND #============================================================================== # ■ Window Menu Command #============================================================================== class Window_MenuCommand < Window_Command #------------------------------------------------------------------------------ # ● Add Main Commands #------------------------------------------------------------------------------ alias mog_bestiary_add_main_commands add_main_commands def add_main_commands mog_bestiary_add_main_commands add_command(MOG_MONSTER_BOOK::MENU_COMMAND_NAME, :bestiary, main_commands_enabled) end end [/color][/color][/indent] [indent=1][color=#008800][color=#000099]#============================================================================== # ■ Scene Menu #============================================================================== class Scene_Menu < Scene_MenuBase #------------------------------------------------------------------------------ # ● Create Command Windows #------------------------------------------------------------------------------ alias mog_bestiary_create_command_window create_command_window def create_command_window mog_bestiary_create_command_window @command_window.set_handler(:bestiary, method(:Monster_Book)) end #------------------------------------------------------------------------------ # ● Monster Book #------------------------------------------------------------------------------ def Monster_Book SceneManager.call(Monster_Book) end end end[/color][/color][/indent] [indent=1][color=#008800][color=#000099]$mog_rgss3_monster_book = true Istruzioni per l'uso All'interno dello Script. Bugs e Conflitti Noti N\A Edited May 22, 2012 by nomorehero http://i.imgur.com/NwhgV4X.png Link to comment Share on other sites More sharing options...
Guardian of Irael Posted May 22, 2012 Share Posted May 22, 2012 Argh sembrava andare tutto bene questa volta ed invece aprendo lo spoiler sembra esserci qualche rimasuglio di codice, tanto che se ci fai caso lo script ad un certo punto rimane tutto verde! XD Puoi provare a copiare ed incollare di nuovo?^ ^ Per quanto riguarda la configurazione non c'è solo il nome, se leggi le istruzioni ci son pure altri parametri! ^ ^ (\_/)(^ ^) <----coniglietto rosso, me! (> <) Il mio Tumblr dove seguire i miei progetti, i progetti della Reverie : : Project ^ ^ http://i.imgur.com/KdUDtQt.png disponibile su Google Play, qui i dettagli! ^ ^ http://i.imgur.com/FwnGMI3.png completo! Giocabile online, qui i dettagli! ^ ^ REVERIE : : RENDEZVOUS (In allenamento per apprendere le buone arti prima di cominciarlo per bene ^ ^) Trovate i dettagli qui insieme alla mia intervista (non utilizzerò più rpgmaker) ^ ^ 🖤http://www.rpg2s.net/dax_games/r2s_regali2s.png E:3 http://www.rpg2s.net/dax_games/xmas/gifnatale123.gifhttp://i.imgur.com/FfvHCGG.png by Testament (notare dettaglio in basso a destra)! E:3http://i.imgur.com/MpaUphY.jpg by Idriu E:3Membro Onorario, Ambasciatore dei Coniglietti (Membro n.44) http://i.imgur.com/PgUqHPm.pngUfficiale"Ad opera della sua onestà e del suo completo appoggio alla causa dei Panda, Guardian Of Irael viene ufficialmente considerato un Membro portante del Partito, e Ambasciatore del suo Popolo presso di noi"http://i.imgur.com/TbRr4iS.png<- Grazie Testament E:3Ricorda...se rivolgi il tuo sguardo ^ ^ a Guardian anche Guardian volge il suo sguardo ^ ^ a te ^ ^http://i.imgur.com/u8UJ4Vm.gifby Flame ^ ^http://i.imgur.com/VbggEKS.gifhttp://i.imgur.com/2tJmjFJ.gifhttp://projectste.altervista.org/Our_Hero_adotta/ado2.pngGrazie Testament XD Fan n°1 ufficiale di PQ! :DVivail Rhaxen! <- Folletto te lo avevo detto (fa pure rima) che nonavevo programmi di grafica per fare un banner su questo pc XD (ora ho dinuovo il mio PC veramente :D) Rosso Guardiano dellahttp://i.imgur.com/Os5rvhx.pngRpg2s RPG BY FORUM:Nome: Darth Reveal PV totali 2PA totali 16Descrizione: ragazzo dai lunghi capelli rossi ed occhi dello stesso colore. Indossa una elegante giacca rossa sopra ad una maglietta nera. Porta pantaloni rossi larghi, una cintura nera e degli stivali dello stesso colore. E' solito trasportare lo spadone dietro la schiena in un fodero apposito. Ha un pendente al collo e tiene ben legato un pezzo di stoffa (che gli sta particolarmente a cuore) intorno al braccio sinistro sotto la giacca, copre una cicatrice.Bozze vesti non definitive qui.Equipaggiamento:Indossa:60$ e 59$ divisi in due tasche interneLevaitanSpada a due mani elsa lungaGuanti del Defender (2PA)Anello del linguaggio animale (diventato del Richiamo)Scrinieri da lanciere (2 PA)Elmo del Leone (5 PA)Corazza del Leone in Ferro Corrazzato (7 PA) ZAINO (20) contenente:Portamonete in pelle di cinghiale contenente: 100$Scatola Sanitaria Sigillata (può contenere e tenere al sicuro fino a 4 oggetti curativi) (contiene Benda di pronto soccorso x3, Pozione di cura)CordaBottiglia di idromeleForma di formaggioTorcia (serve ad illuminare, dura tre settori)Fiasca di ceramica con Giglio Amaro (Dona +1PN e Velocità all'utilizzatore)Ampolla BiancaSemi di Balissa CAVALLO NORMALE + SELLA (30 +2 armi) contentente:66$Benda di pronto soccorso x3Spada a due maniFagotto per Adara (fazzoletto ricamato) Link to comment Share on other sites More sharing options...
nomorehero Posted May 22, 2012 Author Share Posted May 22, 2012 Forse ora è a posto... Ma questa volta non è colpa mia! Venivano inserite delle righe di codice copiaincollando... http://i.imgur.com/NwhgV4X.png Link to comment Share on other sites More sharing options...
Guest clyde Posted May 22, 2012 Share Posted May 22, 2012 Ci soni dei tag in mezzo al codice! È successo anche altre volte... Cidenti al nuovo forum. Sottolineo ancora che non bisognerebbe postare senza cognizione della risorsa. Capis co l'entusiasmo di condividere, ma questo script ha diverse opzioni di configurazione e necessiterebbe di traduzione in alcuno punti. Link to comment Share on other sites More sharing options...
nomorehero Posted May 22, 2012 Author Share Posted May 22, 2012 Diverse? Ok, da adesso in poi metto solo "Configurazione dentro lo script." Pensavo fosse solo una questione di vocaboli, sul serio!Per i tag, non si levano neanche ad editarlo... http://i.imgur.com/NwhgV4X.png Link to comment Share on other sites More sharing options...
Lusianl Posted May 22, 2012 Share Posted May 22, 2012 Argh, perchè questi errori?Un bestiario per ace finalmente, ti frusto perchè non hai messo uno screen.U.u http://www.freankexpo.net/signature/1129.pngPremi RpgMaker http://www.rpg2s.net/forum/uploads/monthly_01_2017/msg-293-0-48316500-1483794996.jpghttp://www.rpg2s.net/dax_games/r2s_regali2.pngContesthttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest1Oct.gif http://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://www.rpg2s.net/awards/bestpixel2.jpghttp://www.rpg2s.net/awards/bestresourCSist2.jpghttp://www.rpg2s.net/awards/mostproductive1.jpghttp://i42.servimg.com/u/f42/13/12/87/37/iconap13.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap14.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap15.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap16.pnghttp://i42.servimg.com/u/f42/13/12/87/37/screen10.pnghttp://www.rpgmkr.net/contest/screen-contest-primo.pnghttp://www.makerando.com/forum/uploads/jawards/iconawards3.png Link to comment Share on other sites More sharing options...
Guest clyde Posted May 22, 2012 Share Posted May 22, 2012 Il fatto che manchino determinati script è che avevo intenzione di pubblicarli io con adeguato materiale e revisione. Di bestiari ne esistono diversi, credo di averne anche uno sopravvissuto a mundorpgmaker. Link to comment Share on other sites More sharing options...
Lusianl Posted May 22, 2012 Share Posted May 22, 2012 sopravvissuto a mundorpgmaker.Non riprenderà a vivere allora? http://www.freankexpo.net/signature/1129.pngPremi RpgMaker http://www.rpg2s.net/forum/uploads/monthly_01_2017/msg-293-0-48316500-1483794996.jpghttp://www.rpg2s.net/dax_games/r2s_regali2.pngContesthttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest1Oct.gif http://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://www.rpg2s.net/awards/bestpixel2.jpghttp://www.rpg2s.net/awards/bestresourCSist2.jpghttp://www.rpg2s.net/awards/mostproductive1.jpghttp://i42.servimg.com/u/f42/13/12/87/37/iconap13.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap14.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap15.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap16.pnghttp://i42.servimg.com/u/f42/13/12/87/37/screen10.pnghttp://www.rpgmkr.net/contest/screen-contest-primo.pnghttp://www.makerando.com/forum/uploads/jawards/iconawards3.png Link to comment Share on other sites More sharing options...
Guardian of Irael Posted May 22, 2012 Share Posted May 22, 2012 Perfetto! ^ ^da adesso in poi metto solo "Configurazione dentro lo script.Sempre se ci sono! XD La descrizione comunque più o meno ci vuole! ^ ^ (\_/)(^ ^) <----coniglietto rosso, me! (> <) Il mio Tumblr dove seguire i miei progetti, i progetti della Reverie : : Project ^ ^ http://i.imgur.com/KdUDtQt.png disponibile su Google Play, qui i dettagli! ^ ^ http://i.imgur.com/FwnGMI3.png completo! Giocabile online, qui i dettagli! ^ ^ REVERIE : : RENDEZVOUS (In allenamento per apprendere le buone arti prima di cominciarlo per bene ^ ^) Trovate i dettagli qui insieme alla mia intervista (non utilizzerò più rpgmaker) ^ ^ 🖤http://www.rpg2s.net/dax_games/r2s_regali2s.png E:3 http://www.rpg2s.net/dax_games/xmas/gifnatale123.gifhttp://i.imgur.com/FfvHCGG.png by Testament (notare dettaglio in basso a destra)! E:3http://i.imgur.com/MpaUphY.jpg by Idriu E:3Membro Onorario, Ambasciatore dei Coniglietti (Membro n.44) http://i.imgur.com/PgUqHPm.pngUfficiale"Ad opera della sua onestà e del suo completo appoggio alla causa dei Panda, Guardian Of Irael viene ufficialmente considerato un Membro portante del Partito, e Ambasciatore del suo Popolo presso di noi"http://i.imgur.com/TbRr4iS.png<- Grazie Testament E:3Ricorda...se rivolgi il tuo sguardo ^ ^ a Guardian anche Guardian volge il suo sguardo ^ ^ a te ^ ^http://i.imgur.com/u8UJ4Vm.gifby Flame ^ ^http://i.imgur.com/VbggEKS.gifhttp://i.imgur.com/2tJmjFJ.gifhttp://projectste.altervista.org/Our_Hero_adotta/ado2.pngGrazie Testament XD Fan n°1 ufficiale di PQ! :DVivail Rhaxen! <- Folletto te lo avevo detto (fa pure rima) che nonavevo programmi di grafica per fare un banner su questo pc XD (ora ho dinuovo il mio PC veramente :D) Rosso Guardiano dellahttp://i.imgur.com/Os5rvhx.pngRpg2s RPG BY FORUM:Nome: Darth Reveal PV totali 2PA totali 16Descrizione: ragazzo dai lunghi capelli rossi ed occhi dello stesso colore. Indossa una elegante giacca rossa sopra ad una maglietta nera. Porta pantaloni rossi larghi, una cintura nera e degli stivali dello stesso colore. E' solito trasportare lo spadone dietro la schiena in un fodero apposito. Ha un pendente al collo e tiene ben legato un pezzo di stoffa (che gli sta particolarmente a cuore) intorno al braccio sinistro sotto la giacca, copre una cicatrice.Bozze vesti non definitive qui.Equipaggiamento:Indossa:60$ e 59$ divisi in due tasche interneLevaitanSpada a due mani elsa lungaGuanti del Defender (2PA)Anello del linguaggio animale (diventato del Richiamo)Scrinieri da lanciere (2 PA)Elmo del Leone (5 PA)Corazza del Leone in Ferro Corrazzato (7 PA) ZAINO (20) contenente:Portamonete in pelle di cinghiale contenente: 100$Scatola Sanitaria Sigillata (può contenere e tenere al sicuro fino a 4 oggetti curativi) (contiene Benda di pronto soccorso x3, Pozione di cura)CordaBottiglia di idromeleForma di formaggioTorcia (serve ad illuminare, dura tre settori)Fiasca di ceramica con Giglio Amaro (Dona +1PN e Velocità all'utilizzatore)Ampolla BiancaSemi di Balissa CAVALLO NORMALE + SELLA (30 +2 armi) contentente:66$Benda di pronto soccorso x3Spada a due maniFagotto per Adara (fazzoletto ricamato) Link to comment Share on other sites More sharing options...
Lusianl Posted June 5, 2012 Share Posted June 5, 2012 Gratitudine a chiunque mi posti un call script per aggiungere i mostri manualmente.Tante prove e non ci sono riuscito. http://www.freankexpo.net/signature/1129.pngPremi RpgMaker http://www.rpg2s.net/forum/uploads/monthly_01_2017/msg-293-0-48316500-1483794996.jpghttp://www.rpg2s.net/dax_games/r2s_regali2.pngContesthttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest1Oct.gif http://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://www.rpg2s.net/awards/bestpixel2.jpghttp://www.rpg2s.net/awards/bestresourCSist2.jpghttp://www.rpg2s.net/awards/mostproductive1.jpghttp://i42.servimg.com/u/f42/13/12/87/37/iconap13.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap14.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap15.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap16.pnghttp://i42.servimg.com/u/f42/13/12/87/37/screen10.pnghttp://www.rpgmkr.net/contest/screen-contest-primo.pnghttp://www.makerando.com/forum/uploads/jawards/iconawards3.png Link to comment Share on other sites More sharing options...
Guardian of Irael Posted June 5, 2012 Share Posted June 5, 2012 Ma a te funziona lo script? Da quel che vedo ha ancora parecchi errori dovuti al forum, ident, eccc... D: (\_/)(^ ^) <----coniglietto rosso, me! (> <) Il mio Tumblr dove seguire i miei progetti, i progetti della Reverie : : Project ^ ^ http://i.imgur.com/KdUDtQt.png disponibile su Google Play, qui i dettagli! ^ ^ http://i.imgur.com/FwnGMI3.png completo! Giocabile online, qui i dettagli! ^ ^ REVERIE : : RENDEZVOUS (In allenamento per apprendere le buone arti prima di cominciarlo per bene ^ ^) Trovate i dettagli qui insieme alla mia intervista (non utilizzerò più rpgmaker) ^ ^ 🖤http://www.rpg2s.net/dax_games/r2s_regali2s.png E:3 http://www.rpg2s.net/dax_games/xmas/gifnatale123.gifhttp://i.imgur.com/FfvHCGG.png by Testament (notare dettaglio in basso a destra)! E:3http://i.imgur.com/MpaUphY.jpg by Idriu E:3Membro Onorario, Ambasciatore dei Coniglietti (Membro n.44) http://i.imgur.com/PgUqHPm.pngUfficiale"Ad opera della sua onestà e del suo completo appoggio alla causa dei Panda, Guardian Of Irael viene ufficialmente considerato un Membro portante del Partito, e Ambasciatore del suo Popolo presso di noi"http://i.imgur.com/TbRr4iS.png<- Grazie Testament E:3Ricorda...se rivolgi il tuo sguardo ^ ^ a Guardian anche Guardian volge il suo sguardo ^ ^ a te ^ ^http://i.imgur.com/u8UJ4Vm.gifby Flame ^ ^http://i.imgur.com/VbggEKS.gifhttp://i.imgur.com/2tJmjFJ.gifhttp://projectste.altervista.org/Our_Hero_adotta/ado2.pngGrazie Testament XD Fan n°1 ufficiale di PQ! :DVivail Rhaxen! <- Folletto te lo avevo detto (fa pure rima) che nonavevo programmi di grafica per fare un banner su questo pc XD (ora ho dinuovo il mio PC veramente :D) Rosso Guardiano dellahttp://i.imgur.com/Os5rvhx.pngRpg2s RPG BY FORUM:Nome: Darth Reveal PV totali 2PA totali 16Descrizione: ragazzo dai lunghi capelli rossi ed occhi dello stesso colore. Indossa una elegante giacca rossa sopra ad una maglietta nera. Porta pantaloni rossi larghi, una cintura nera e degli stivali dello stesso colore. E' solito trasportare lo spadone dietro la schiena in un fodero apposito. Ha un pendente al collo e tiene ben legato un pezzo di stoffa (che gli sta particolarmente a cuore) intorno al braccio sinistro sotto la giacca, copre una cicatrice.Bozze vesti non definitive qui.Equipaggiamento:Indossa:60$ e 59$ divisi in due tasche interneLevaitanSpada a due mani elsa lungaGuanti del Defender (2PA)Anello del linguaggio animale (diventato del Richiamo)Scrinieri da lanciere (2 PA)Elmo del Leone (5 PA)Corazza del Leone in Ferro Corrazzato (7 PA) ZAINO (20) contenente:Portamonete in pelle di cinghiale contenente: 100$Scatola Sanitaria Sigillata (può contenere e tenere al sicuro fino a 4 oggetti curativi) (contiene Benda di pronto soccorso x3, Pozione di cura)CordaBottiglia di idromeleForma di formaggioTorcia (serve ad illuminare, dura tre settori)Fiasca di ceramica con Giglio Amaro (Dona +1PN e Velocità all'utilizzatore)Ampolla BiancaSemi di Balissa CAVALLO NORMALE + SELLA (30 +2 armi) contentente:66$Benda di pronto soccorso x3Spada a due maniFagotto per Adara (fazzoletto ricamato) Link to comment Share on other sites More sharing options...
Lusianl Posted June 5, 2012 Share Posted June 5, 2012 A me funziona perfettamente.Ho copiato lo script, messo il call script per chiamarlo e va bene. http://www.freankexpo.net/signature/1129.pngPremi RpgMaker http://www.rpg2s.net/forum/uploads/monthly_01_2017/msg-293-0-48316500-1483794996.jpghttp://www.rpg2s.net/dax_games/r2s_regali2.pngContesthttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest1Oct.gif http://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://www.rpg2s.net/awards/bestpixel2.jpghttp://www.rpg2s.net/awards/bestresourCSist2.jpghttp://www.rpg2s.net/awards/mostproductive1.jpghttp://i42.servimg.com/u/f42/13/12/87/37/iconap13.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap14.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap15.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap16.pnghttp://i42.servimg.com/u/f42/13/12/87/37/screen10.pnghttp://www.rpgmkr.net/contest/screen-contest-primo.pnghttp://www.makerando.com/forum/uploads/jawards/iconawards3.png Link to comment Share on other sites More sharing options...
Kingartur2 Posted June 5, 2012 Share Posted June 5, 2012 A occhi e croce senza testare direi che dovresti usare questo codice: def add_enemy_to_bestiary(enemy_id = 0)if $game_system.bestiary_defeated[enemy_id] == nil $game_system.bestiary_defeated[enemy_id] = 0 $game_system.bestiary_battleback[enemy_id] = [$game_temp.bestiary_battleback1_name,$game_temp.bestiary_battleback2_name] $game_system.bestiary_music[enemy_id] = $game_system.battle_bgm end $game_system.bestiary_defeated[enemy_id] += 1end e per aggiungere un mostro sarà : add_enemy_to_bestiary(enemy_id) Per qualsiasi motivo non aprite questo spoiler. Ho detto di non aprirlo ! Se lo apri ancora esplode il mondo. Aaaaaa è un vizio. Contento? Il mondo è esploso, sono tutti morti per colpa della tua curiosità . Vuoi che ti venga anche il morbillo, la varicella e l'AIDS??? O bravo ora sei un malato terminale e nessuno ti puo curare, sono tutti morti ! Se clicchi ancora una volta il PC esplode. E dai smettila !! Uff!! Hai cliccato tante volte che ho dovuto sostituirlo con un codebox. http://s8.postimg.org/yntv9nxld/Banner.png http://img204.imageshack.us/img204/8039/sccontest3octpl3.gif Link to comment Share on other sites More sharing options...
Guest clyde Posted June 5, 2012 Share Posted June 5, 2012 (edited) La parte in cui viene realizzato quello che ti interessa è questa: def check_monster_book if $game_system.bestiary_defeated[@enemy_id] == nil $game_system.bestiary_defeated[@enemy_id] = 0 $game_system.bestiary_battleback[@enemy_id] = [$game_temp.bestiary_battleback1_name,$game_temp.bestiary_battleback2_name] $game_system.bestiary_music[@enemy_id] = $game_system.battle_bgm end $game_system.bestiary_defeated[@enemy_id] += 1 end Quello che devi scrivere nel callscript è questo: $game_system.bestiary_defeated[@enemy_id] = 1 $game_system.bestiary_battleback[@enemy_id] = [$game_temp.bestiary_battleback1_name,$game_temp.bestiary_battleback2_name] $game_system.bestiary_music[@enemy_id] = $game_system.battle_bgm EDIT:Ninja'd e anche bene dal re! CONTROEDIT:Re, quella chiamata al callscript è da rivedere! Il metodo è in Game_Enemy. Edited June 5, 2012 by clyde Link to comment Share on other sites More sharing options...
Kingartur2 Posted June 5, 2012 Share Posted June 5, 2012 No no, vedi bene è un normalissimo metodo che funziona di per se, non richiama nessun attributo di game enemy. Per qualsiasi motivo non aprite questo spoiler. Ho detto di non aprirlo ! Se lo apri ancora esplode il mondo. Aaaaaa è un vizio. Contento? Il mondo è esploso, sono tutti morti per colpa della tua curiosità . Vuoi che ti venga anche il morbillo, la varicella e l'AIDS??? O bravo ora sei un malato terminale e nessuno ti puo curare, sono tutti morti ! Se clicchi ancora una volta il PC esplode. E dai smettila !! Uff!! Hai cliccato tante volte che ho dovuto sostituirlo con un codebox. http://s8.postimg.org/yntv9nxld/Banner.png http://img204.imageshack.us/img204/8039/sccontest3octpl3.gif Link to comment Share on other sites More sharing options...
Guest clyde Posted June 5, 2012 Share Posted June 5, 2012 No no, vedi bene è un normalissimo metodo che funziona di per se, non richiama nessun attributo di game enemy.O.o Mi ero sognato che l'avevi inserito nella classe Game_Enemy! Link to comment Share on other sites More sharing options...
Lusianl Posted June 5, 2012 Share Posted June 5, 2012 Direi che non funziona... http://www.freankexpo.net/signature/1129.pngPremi RpgMaker http://www.rpg2s.net/forum/uploads/monthly_01_2017/msg-293-0-48316500-1483794996.jpghttp://www.rpg2s.net/dax_games/r2s_regali2.pngContesthttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest1Oct.gif http://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://www.rpg2s.net/awards/bestpixel2.jpghttp://www.rpg2s.net/awards/bestresourCSist2.jpghttp://www.rpg2s.net/awards/mostproductive1.jpghttp://i42.servimg.com/u/f42/13/12/87/37/iconap13.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap14.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap15.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap16.pnghttp://i42.servimg.com/u/f42/13/12/87/37/screen10.pnghttp://www.rpgmkr.net/contest/screen-contest-primo.pnghttp://www.makerando.com/forum/uploads/jawards/iconawards3.png Link to comment Share on other sites More sharing options...
Kingartur2 Posted June 5, 2012 Share Posted June 5, 2012 In effetti non era testato, allora appena postano una versione del codice senza quegli strani BBCODE te ne comunicherò uno che funziona che posso testare. Per qualsiasi motivo non aprite questo spoiler. Ho detto di non aprirlo ! Se lo apri ancora esplode il mondo. Aaaaaa è un vizio. Contento? Il mondo è esploso, sono tutti morti per colpa della tua curiosità . Vuoi che ti venga anche il morbillo, la varicella e l'AIDS??? O bravo ora sei un malato terminale e nessuno ti puo curare, sono tutti morti ! Se clicchi ancora una volta il PC esplode. E dai smettila !! Uff!! Hai cliccato tante volte che ho dovuto sostituirlo con un codebox. http://s8.postimg.org/yntv9nxld/Banner.png http://img204.imageshack.us/img204/8039/sccontest3octpl3.gif Link to comment Share on other sites More sharing options...
Lusianl Posted June 5, 2012 Share Posted June 5, 2012 Aspetta te lo posto io la versione che ho: #============================================================================== # +++ MOG - MONSTER BOOK (v1.1) +++ #============================================================================== # By Moghunter # http://www.atelier-rgss.com/ #============================================================================== # Sistema que permite verificar os parâmetros dos inimigos derrotados, # o que inclui o battleback e a música de batalha. # #============================================================================== # Para chamar o script use o comando abaixo. # # SceneManager.call(Monster_Book) # #============================================================================== #============================================================================== # ● Histórico (Version History) #============================================================================== # v 1.1 - Correção na atualização do battleback em imagens repetidas. # - Correção na execução da música quando o pitch ou volume é diferente. # - Correção no espaço entre os números de parametros. #============================================================================== module MOG_MONSTER_BOOK #Ocultar inimigos especificos da lista de inimigos. HIDE_ENEMIES_ID = [9,10] #Ativar a música de batalha. PLAY_MUSIC = true #Definição da palavra Completado. COMPLETED_WORD = "Completed" #Ativar o Monster Book no Menu. MENU_COMMAND = true #Nome do comando apresentado no menu. MENU_COMMAND_NAME = "Bestiary" end #============================================================================== # ■ Game_Temp #============================================================================== class Game_Temp attr_accessor :bestiary_battleback1_name attr_accessor :bestiary_battleback2_name #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- alias mog_bestiary_initialize initialize def initialize @bestiary_battleback1_name = "" @bestiary_battleback1_name = "" mog_bestiary_initialize end end #============================================================================== # ■ Game_System #============================================================================== class Game_System attr_accessor :bestiary_defeated attr_accessor :bestiary_battleback attr_accessor :bestiary_music #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- alias mog_monster_book_initialize initialize def initialize @bestiary_defeated = [] @bestiary_battleback = [] @bestiary_music = [] mog_monster_book_initialize end end #============================================================================== # ■ Spriteset_Battle #============================================================================== class Spriteset_Battle #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- alias mog_bestiary_initialize initialize def initialize mog_bestiary_initialize $game_temp.bestiary_battleback1_name = battleback1_name $game_temp.bestiary_battleback2_name = battleback2_name end end #============================================================================== # ■ Game_Enemy #============================================================================== class Game_Enemy < Game_Battler attr_accessor :enemy_id #-------------------------------------------------------------------------- # ● Die #-------------------------------------------------------------------------- alias mog_monster_book_die die def die mog_monster_book_die check_monster_book end #-------------------------------------------------------------------------- # ● Check Monster Book #-------------------------------------------------------------------------- def check_monster_book if $game_system.bestiary_defeated[@enemy_id] == nil $game_system.bestiary_defeated[@enemy_id] = 1 $game_system.bestiary_battleback[@enemy_id] = [$game_temp.bestiary_battleback1_name,$game_temp.bestiary_battleback2_name] $game_system.bestiary_music[@enemy_id] = $game_system.battle_bgm end $game_system.bestiary_defeated[@enemy_id] += 1 end end #============================================================================== # ■ Window_Monster_Status #============================================================================== class Window_Monster_Status < Window_Selectable #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- def initialize(enemy) super(0, 288, 544, 128) self.opacity = 255 self.z = 300 refresh(enemy) activate end #-------------------------------------------------------------------------- # ● Refresh #-------------------------------------------------------------------------- def refresh(enemy) self.contents.clear if $game_system.bestiary_defeated[enemy.id] == nil self.contents.draw_text(0,0 , 180, 24, "No Data",0) else change_color(system_color) w_max = 50 ex = 16 self.contents.draw_text(0,0 , w_max, 24, Vocab::param(0),0) self.contents.draw_text(0,24 * 1 , w_max, 24, Vocab::param(1),0) self.contents.draw_text(0,24 * 2 , w_max, 24, Vocab::param(2),0) self.contents.draw_text(0,24 * 3 , w_max, 24, Vocab::param(3),0) self.contents.draw_text(128,24 * 0 , w_max, 24, Vocab::param(4),0) self.contents.draw_text(128,24 * 1 , w_max, 24, Vocab::param(5),0) self.contents.draw_text(128,24 * 2 , w_max, 24, Vocab::param(6),0) self.contents.draw_text(128,24 * 3 , w_max, 24, Vocab::param(7),0) self.contents.draw_text(256,24 * 0 , w_max, 24, "Exp",0) self.contents.draw_text(384,24 * 0 , w_max, 24, Vocab::currency_unit,0) self.contents.draw_text(256,24 * 1 , w_max, 24, "Treasure",0) change_color(normal_color,true) w_max2 = 64 #HP self.contents.draw_text(32 + ex,0 , w_max2, 24, enemy.params[0],2) #MP self.contents.draw_text(32 + ex,24 * 1 , w_max2, 24, enemy.params[1],2) #ATK self.contents.draw_text(32 + ex,24 * 2 ,w_max2 , 24, enemy.params[2],2) #Def self.contents.draw_text(32 + ex,24 * 3 , w_max2, 24, enemy.params[3],2) #Mag Power self.contents.draw_text(160 + ex,24 * 0 , w_max2, 24, enemy.params[4],2) #Mag Def self.contents.draw_text(160 + ex,24 * 1 , w_max2, 24, enemy.params[5],2) #Agility self.contents.draw_text(160 + ex,24 * 2 , w_max2, 24, enemy.params[6],2) #Luck self.contents.draw_text(160 + ex,24 * 3 , w_max2, 24, enemy.params[7],2) #EXP self.contents.draw_text(280,24 * 0 , 96, 24, enemy.exp,2) #Gold self.contents.draw_text(400,24 * 0 , 96, 24, enemy.gold,2) #Drop Items tr = 0 for i in enemy.drop_items next if i.kind == 0 tr += 1 tr_name = $data_items[i.data_id] if i.kind == 1 tr_name = $data_weapons[i.data_id] if i.kind == 2 tr_name = $data_armors [i.data_id] if i.kind == 3 draw_icon(tr_name.icon_index, 336, 24 * tr) self.contents.draw_text(368,24 * tr , 160, 24, tr_name.name.to_s,0) end end end end #============================================================================== # ■ Window_Monster_List #============================================================================== class Window_Monster_List < Window_Selectable #------------------------------------------------------------------------------ # ● Initialize #------------------------------------------------------------------------------ def initialize(data) super(312, 64, 232, 224) self.opacity = 255 self.z = 301 @index = -1 @data = data @item_max = @data.size refresh(data) select(0) activate end #------------------------------------------------------------------------------ # ● Refresh #------------------------------------------------------------------------------ def refresh(data) self.contents.clear if @item_max > 0 self.contents = Bitmap.new(width - 32, @item_max * 24) for i in 0...@item_max draw_item(i) end end end #------------------------------------------------------------------------------ # ● draw_item MAX #------------------------------------------------------------------------------ def check_item_max @data_max = 0 for i in $data_enemies next if i == nil or MOG_MONSTER_BOOK::HIDE_ENEMIES_ID.include?(i.id) @data_max += 1 end end #------------------------------------------------------------------------------ # ● draw_item #------------------------------------------------------------------------------ def draw_item(index) x = 0 y = index / col_max * 24 n_index = index + 1 if $game_system.bestiary_defeated[@data[index].id] == nil monster_name = "No Data" defeated = " ---- " change_color(normal_color,false) else monster_name = @data[index].name change_color(normal_color,true) end check_item_max d = @data_max > 99 ? "%03d" : @data_max > 9 ? "%02d" : "%01d" text = sprintf(d, n_index).to_s + " - " self.contents.draw_text(x,y , 56, 24, text,0) self.contents.draw_text(x + 56,y , 140, 24, monster_name,0) end #------------------------------------------------------------------------------ # ● Item Max #------------------------------------------------------------------------------ def item_max return @item_max == nil ? 0 : @item_max end end #============================================================================== # ■ Window_Monster_Comp #============================================================================== class Window_Monster_Comp < Window_Selectable include MOG_MONSTER_BOOK #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- def initialize super(312,0, 232, 64) self.opacity = 255 self.z = 300 refresh activate end #-------------------------------------------------------------------------- # ● Check Completition #-------------------------------------------------------------------------- def check_completion data_max = 0 for i in $data_enemies next if i == nil or MOG_MONSTER_BOOK::HIDE_ENEMIES_ID.include?(i.id) data_max += 1 end comp = 0 for i in 0...$game_system.bestiary_defeated.size comp += 1 if $game_system.bestiary_defeated[i] != nil end @completed = COMPLETED_WORD + " " + comp.to_s + "/" + data_max.to_s end #-------------------------------------------------------------------------- # ● Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear check_completion self.contents.draw_text(0,0, 160, 24, @completed.to_s,0) end end #============================================================================== # ■ Monster_Book #============================================================================== class Monster_Book #-------------------------------------------------------------------------- # ● Main #-------------------------------------------------------------------------- def main Graphics.transition execute_loop execute_dispose end #-------------------------------------------------------------------------- # ● Execute Loop #-------------------------------------------------------------------------- def execute_loop loop do Graphics.update Input.update update break if SceneManager.scene != self end end #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- def initialize load_data create_window_guide create_enemy_sprite create_battleback @music = [nil,nil,nil] refresh_bgm end #------------------------------------------------------------------------------ # ● Initialize #------------------------------------------------------------------------------ def load_data BattleManager.save_bgm_and_bgs @data = [] for i in $data_enemies next if i == nil or MOG_MONSTER_BOOK::HIDE_ENEMIES_ID.include?(i.id) @data.push(i) end end #-------------------------------------------------------------------------- # ● Execute Dispose #-------------------------------------------------------------------------- def execute_dispose Graphics.freeze @windows_guide.dispose @windows_status.dispose if @enemy_sprite.bitmap != nil @enemy_sprite.bitmap.dispose end @enemy_sprite.dispose dispose_battleback @battleback1.dispose @battleback2.dispose @spriteset.dispose @window_comp.dispose BattleManager.replay_bgm_and_bgs end #-------------------------------------------------------------------------- # ● Dispose_battleback #-------------------------------------------------------------------------- def dispose_battleback if @battleback1.bitmap != nil @battleback1.bitmap.dispose @battleback1.bitmap = nil end if @battleback2.bitmap != nil @battleback2.bitmap.dispose @battleback2.bitmap = nil end end #-------------------------------------------------------------------------- # ● Create Window Guide #-------------------------------------------------------------------------- def create_window_guide @spriteset = Spriteset_Map.new @windows_guide = Window_Monster_List.new(@data) @enemy = @data[@windows_guide.index] @windows_status = Window_Monster_Status.new(@enemy) @window_comp = Window_Monster_Comp.new @old_index = @windows_guide.index @org_pos = [@windows_guide.x,@windows_guide.y] @fade_time = 60 end #-------------------------------------------------------------------------- # ● Create Enemy Sprite #-------------------------------------------------------------------------- def create_enemy_sprite @enemy_sprite = Sprite.new @enemy_sprite.z = 100 @enemy_sprite_org = @enemy_sprite.x refresh_enemy_sprite end #-------------------------------------------------------------------------- # ● Create_Battleback #-------------------------------------------------------------------------- def create_battleback @battleback1 = Sprite.new @battleback1.z = 1 @battleback1.opacity = 0 @battleback2 = Sprite.new @battleback2.z = 2 @battleback2.opacity = 0 @old_battleback = [nil,nil] refresh_batteback end #-------------------------------------------------------------------------- # ● Update #-------------------------------------------------------------------------- def update @windows_guide.update update_command update_animation refresh if @old_index != @windows_guide.index end #-------------------------------------------------------------------------- # ● Update Animation #-------------------------------------------------------------------------- def update_animation update_window_fade_animation update_battleback_animation update_enemy_sprite_animation end #-------------------------------------------------------------------------- # ● Update Enemy Sprite Animation #-------------------------------------------------------------------------- def update_enemy_sprite_animation @enemy_sprite.opacity += 15 if @enemy_sprite.x < @enemy_sprite_org @enemy_sprite.x += 15 @enemy_sprite.x = @enemy_sprite_org if @enemy_sprite.x > @enemy_sprite_org end end #-------------------------------------------------------------------------- # ● Update Window Fade Animation #-------------------------------------------------------------------------- def update_window_fade_animation if @windows_guide.visible @windows_guide.opacity += 15 @windows_guide.contents_opacity += 15 if @windows_guide.y > @org_pos[1] @windows_guide.y -= 25 if @windows_guide.y < @org_pos[1] @windows_guide.y = @org_pos[1] @windows_guide.opacity += 255 @windows_guide.contents_opacity = 255 end end else @windows_guide.opacity -= 15 @windows_guide.contents_opacity -= 15 if @windows_guide.y < (@windows_guide.height + 416) @windows_guide.y += 25 @windows_guide.y = (@windows_guide.height + 416) if @windows_guide.y > (@windows_guide.height + 416) end end end #-------------------------------------------------------------------------- # ● Update Battleback Animation #-------------------------------------------------------------------------- def update_battleback_animation if @old_battleback == nil @battleback1.opacity -= 10 @battleback2.opacity -= 10 else @battleback1.opacity += 10 @battleback2.opacity += 10 end end #-------------------------------------------------------------------------- # ● Update Command #-------------------------------------------------------------------------- def update_command if Input.trigger?(Input::B) Sound.play_cancel SceneManager.return elsif Input.trigger?(Input::C) Sound.play_ok return if @windows_guide.visible @windows_guide.visible = false else @windows_guide.visible = true end end end #-------------------------------------------------------------------------- # ● Refresh Animation #-------------------------------------------------------------------------- def refresh @old_index = @windows_guide.index @enemy = @data[@windows_guide.index] @windows_status.refresh(@enemy) refresh_bgm refresh_enemy_sprite refresh_batteback end #-------------------------------------------------------------------------- # ● Refresh Animation #-------------------------------------------------------------------------- def refresh_enemy_sprite if @enemy_sprite.bitmap != nil @enemy_sprite.bitmap.dispose @enemy_sprite.bitmap = nil end if $game_system.bestiary_defeated[@enemy.id] != nil @enemy_sprite.bitmap = Cache.battler(@enemy.battler_name, @enemy.battler_hue) @enemy_sprite_org = (312/ 2) - (@enemy_sprite.bitmap.width / 2) @enemy_sprite.x = -@enemy_sprite.bitmap.width @enemy_sprite.y = 272 - @enemy_sprite.bitmap.height @enemy_sprite.opacity = 0 end end #-------------------------------------------------------------------------- # ● BGM Refresh #-------------------------------------------------------------------------- def refresh_bgm return unless MOG_MONSTER_BOOK::PLAY_MUSIC if $game_system.bestiary_music[@enemy.id] != nil and (@music[0] != $game_system.bestiary_music[@enemy.id].name or @music[1] != $game_system.bestiary_music[@enemy.id].volume or @music[2] != $game_system.bestiary_music[@enemy.id].pitch) m = $game_system.bestiary_music[@enemy.id] @music = [m.name, m.volume, m.pitch] RPG::BGM.stop Audio.bgm_play("Audio/BGM/" + m.name, m.volume, m.pitch) end end #-------------------------------------------------------------------------- # ● Refresh Battleback #-------------------------------------------------------------------------- def refresh_batteback if $game_system.bestiary_battleback[@enemy.id] != nil and (@old_battleback[0] != $game_system.bestiary_battleback[@enemy.id][0] or @old_battleback[1] != $game_system.bestiary_battleback[@enemy.id][1]) @old_battleback = [$game_system.bestiary_battleback[@enemy.id][0], $game_system.bestiary_battleback[@enemy.id][1]] dispose_battleback @battleback1.opacity = 0 @battleback2.opacity = 0 if $game_system.bestiary_battleback[@enemy.id][0] != nil @battleback1.bitmap = Cache.battleback1($game_system.bestiary_battleback[@enemy.id][0]) else @battleback1.bitmap = Cache.battleback1("") end if $game_system.bestiary_battleback[@enemy.id][1] != nil @battleback2.bitmap = Cache.battleback2($game_system.bestiary_battleback[@enemy.id][1]) else @battleback2.bitmap = Cache.battleback2("") end end end end if MOG_MONSTER_BOOK::MENU_COMMAND #============================================================================== # ■ Window Menu Command #============================================================================== class Window_MenuCommand < Window_Command #------------------------------------------------------------------------------ # ● Add Main Commands #------------------------------------------------------------------------------ alias mog_bestiary_add_main_commands add_main_commands def add_main_commands mog_bestiary_add_main_commands add_command(MOG_MONSTER_BOOK::MENU_COMMAND_NAME, :bestiary, main_commands_enabled) end end #============================================================================== # ■ Scene Menu #============================================================================== class Scene_Menu < Scene_MenuBase #------------------------------------------------------------------------------ # ● Create Command Windows #------------------------------------------------------------------------------ alias mog_bestiary_create_command_window create_command_window def create_command_window mog_bestiary_create_command_window @command_window.set_handler(:bestiary, method(:Monster_Book)) end #------------------------------------------------------------------------------ # ● Monster Book #------------------------------------------------------------------------------ def Monster_Book SceneManager.call(Monster_Book) end end end $mog_rgss3_monster_book = true http://www.freankexpo.net/signature/1129.pngPremi RpgMaker http://www.rpg2s.net/forum/uploads/monthly_01_2017/msg-293-0-48316500-1483794996.jpghttp://www.rpg2s.net/dax_games/r2s_regali2.pngContesthttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest1Oct.gif http://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://www.rpg2s.net/awards/bestpixel2.jpghttp://www.rpg2s.net/awards/bestresourCSist2.jpghttp://www.rpg2s.net/awards/mostproductive1.jpghttp://i42.servimg.com/u/f42/13/12/87/37/iconap13.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap14.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap15.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap16.pnghttp://i42.servimg.com/u/f42/13/12/87/37/screen10.pnghttp://www.rpgmkr.net/contest/screen-contest-primo.pnghttp://www.makerando.com/forum/uploads/jawards/iconawards3.png Link to comment Share on other sites More sharing options...
Guest clyde Posted June 5, 2012 Share Posted June 5, 2012 (edited) #============================================================================== # +++ MOG - MONSTER BOOK (v1.1) +++ #============================================================================== # By Moghunter # [url="http://www.atelier-rgss.com/"]http://www.atelier-rgss.com/[/url] #============================================================================== # Sistema que permite verificar os parâmetros dos inimigos derrotados, # o que inclui o battleback e a música de batalha. # #============================================================================== # Para chamar o script use o comando abaixo. # # SceneManager.call(Monster_Book) # #============================================================================== #============================================================================== # ● Histórico (Version History) #============================================================================== # v 1.1 - Correção na atualização do battleback em imagens repetidas. # - Correção na execução da música quando o pitch ou volume é diferente. # - Correção no espaço entre os números de parametros. #============================================================================== module MOG_MONSTER_BOOK #Ocultar inimigos especificos da lista de inimigos. HIDE_ENEMIES_ID = [9,10] #Ativar a música de batalha. PLAY_MUSIC = true #Definição da palavra Completado. COMPLETED_WORD = "Completed" #Ativar o Monster Book no Menu. MENU_COMMAND = true #Nome do comando apresentado no menu. MENU_COMMAND_NAME = "Bestiary" end #============================================================================== # ■ Game_Temp #============================================================================== class Game_Temp attr_accessor :bestiary_battleback1_name attr_accessor :bestiary_battleback2_name #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- alias mog_bestiary_initialize initialize def initialize @bestiary_battleback1_name = "" @bestiary_battleback1_name = "" mog_bestiary_initialize end end #============================================================================== # ■ Game_System #============================================================================== class Game_System attr_accessor :bestiary_defeated attr_accessor :bestiary_battleback attr_accessor :bestiary_music #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- alias mog_monster_book_initialize initialize def initialize @bestiary_defeated = [] @bestiary_battleback = [] @bestiary_music = [] mog_monster_book_initialize end end #============================================================================== # ■ Spriteset_Battle #============================================================================== class Spriteset_Battle #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- alias mog_bestiary_initialize initialize def initialize mog_bestiary_initialize $game_temp.bestiary_battleback1_name = battleback1_name $game_temp.bestiary_battleback2_name = battleback2_name end end #============================================================================== # ■ Game_Enemy #============================================================================== class Game_Enemy < Game_Battler attr_accessor :enemy_id #-------------------------------------------------------------------------- # ● Die #-------------------------------------------------------------------------- alias mog_monster_book_die die def die mog_monster_book_die check_monster_book end #-------------------------------------------------------------------------- # ● Check Monster Book #-------------------------------------------------------------------------- def check_monster_book if $game_system.bestiary_defeated[@enemy_id] == nil $game_system.bestiary_defeated[@enemy_id] = 0 $game_system.bestiary_battleback[@enemy_id] = [$game_temp.bestiary_battleback1_name,$game_temp.bestiary_battleback2_name] $game_system.bestiary_music[@enemy_id] = $game_system.battle_bgm end $game_system.bestiary_defeated[@enemy_id] += 1 end end #============================================================================== # ■ Window_Monster_Status #============================================================================== class Window_Monster_Status < Window_Selectable #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- def initialize(enemy) super(0, 288, 544, 128) self.opacity = 255 self.z = 300 refresh(enemy) activate end #-------------------------------------------------------------------------- # ● Refresh #-------------------------------------------------------------------------- def refresh(enemy) self.contents.clear if $game_system.bestiary_defeated[enemy.id] == nil self.contents.draw_text(0,0 , 180, 24, "No Data",0) else change_color(system_color) w_max = 50 ex = 16 self.contents.draw_text(0,0 , w_max, 24, Vocab::param(0),0) self.contents.draw_text(0,24 * 1 , w_max, 24, Vocab::param(1),0) self.contents.draw_text(0,24 * 2 , w_max, 24, Vocab::param(2),0) self.contents.draw_text(0,24 * 3 , w_max, 24, Vocab::param(3),0) self.contents.draw_text(128,24 * 0 , w_max, 24, Vocab::param(4),0) self.contents.draw_text(128,24 * 1 , w_max, 24, Vocab::param(5),0) self.contents.draw_text(128,24 * 2 , w_max, 24, Vocab::param(6),0) self.contents.draw_text(128,24 * 3 , w_max, 24, Vocab::param(7),0) self.contents.draw_text(256,24 * 0 , w_max, 24, "Exp",0) self.contents.draw_text(384,24 * 0 , w_max, 24, Vocab::currency_unit,0) self.contents.draw_text(256,24 * 1 , w_max, 24, "Treasure",0) change_color(normal_color,true) w_max2 = 64 #HP self.contents.draw_text(32 + ex,0 , w_max2, 24, enemy.params[0],2) #MP self.contents.draw_text(32 + ex,24 * 1 , w_max2, 24, enemy.params[1],2) #ATK self.contents.draw_text(32 + ex,24 * 2 ,w_max2 , 24, enemy.params[2],2) #Def self.contents.draw_text(32 + ex,24 * 3 , w_max2, 24, enemy.params[3],2) #Mag Power self.contents.draw_text(160 + ex,24 * 0 , w_max2, 24, enemy.params[4],2) #Mag Def self.contents.draw_text(160 + ex,24 * 1 , w_max2, 24, enemy.params[5],2) #Agility self.contents.draw_text(160 + ex,24 * 2 , w_max2, 24, enemy.params[6],2) #Luck self.contents.draw_text(160 + ex,24 * 3 , w_max2, 24, enemy.params[7],2) #EXP self.contents.draw_text(280,24 * 0 , 96, 24, enemy.exp,2) #Gold self.contents.draw_text(400,24 * 0 , 96, 24, enemy.gold,2) #Drop Items tr = 0 for i in enemy.drop_items next if i.kind == 0 tr += 1 tr_name = $data_items[i.data_id] if i.kind == 1 tr_name = $data_weapons[i.data_id] if i.kind == 2 tr_name = $data_armors [i.data_id] if i.kind == 3 draw_icon(tr_name.icon_index, 336, 24 * tr) self.contents.draw_text(368,24 * tr , 160, 24, tr_name.name.to_s,0) end end end end #============================================================================== # ■ Window_Monster_List #============================================================================== class Window_Monster_List < Window_Selectable #------------------------------------------------------------------------------ # ● Initialize #------------------------------------------------------------------------------ def initialize(data) super(312, 64, 232, 224) self.opacity = 255 self.z = 301 @index = -1 @data = data @item_max = @data.size refresh(data) select(0) activate end #------------------------------------------------------------------------------ # ● Refresh #------------------------------------------------------------------------------ def refresh(data) self.contents.clear if @item_max > 0 self.contents = Bitmap.new(width - 32, @item_max * 24) for i in 0...@item_max draw_item(i) end end end #------------------------------------------------------------------------------ # ● draw_item MAX #------------------------------------------------------------------------------ def check_item_max @data_max = 0 for i in $data_enemies next if i == nil or MOG_MONSTER_BOOK::HIDE_ENEMIES_ID.include?(i.id) @data_max += 1 end end #------------------------------------------------------------------------------ # ● draw_item #------------------------------------------------------------------------------ def draw_item(index) x = 0 y = index / col_max * 24 n_index = index + 1 if $game_system.bestiary_defeated[@data[index].id] == nil monster_name = "No Data" defeated = " ---- " change_color(normal_color,false) else monster_name = @data[index].name change_color(normal_color,true) end check_item_max d = @data_max > 99 ? "%03d" : @data_max > 9 ? "%02d" : "%01d" text = sprintf(d, n_index).to_s + " - " self.contents.draw_text(x,y , 56, 24, text,0) self.contents.draw_text(x + 56,y , 140, 24, monster_name,0) end #------------------------------------------------------------------------------ # ● Item Max #------------------------------------------------------------------------------ def item_max return @item_max == nil ? 0 : @item_max end end #============================================================================== # ■ Window_Monster_Comp #============================================================================== class Window_Monster_Comp < Window_Selectable include MOG_MONSTER_BOOK #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- def initialize super(312,0, 232, 64) self.opacity = 255 self.z = 300 refresh activate end #-------------------------------------------------------------------------- # ● Check Completition #-------------------------------------------------------------------------- def check_completion data_max = 0 for i in $data_enemies next if i == nil or MOG_MONSTER_BOOK::HIDE_ENEMIES_ID.include?(i.id) data_max += 1 end comp = 0 for i in 0...$game_system.bestiary_defeated.size comp += 1 if $game_system.bestiary_defeated[i] != nil end @completed = COMPLETED_WORD + " " + comp.to_s + "/" + data_max.to_s end #-------------------------------------------------------------------------- # ● Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear check_completion self.contents.draw_text(0,0, 160, 24, @completed.to_s,0) end end #============================================================================== # ■ Monster_Book #============================================================================== class Monster_Book #-------------------------------------------------------------------------- # ● Main #-------------------------------------------------------------------------- def main Graphics.transition execute_loop execute_dispose end #-------------------------------------------------------------------------- # ● Execute Loop #-------------------------------------------------------------------------- def execute_loop loop do Graphics.update Input.update update break if SceneManager.scene != self end end #-------------------------------------------------------------------------- # ● Initialize #-------------------------------------------------------------------------- def initialize load_data create_window_guide create_enemy_sprite create_battleback @music = [nil,nil,nil] refresh_bgm end #------------------------------------------------------------------------------ # ● Initialize #------------------------------------------------------------------------------ def load_data BattleManager.save_bgm_and_bgs @data = [] for i in $data_enemies next if i == nil or MOG_MONSTER_BOOK::HIDE_ENEMIES_ID.include?(i.id) @data.push(i) end end #-------------------------------------------------------------------------- # ● Execute Dispose #-------------------------------------------------------------------------- def execute_dispose Graphics.freeze @windows_guide.dispose @windows_status.dispose if @enemy_sprite.bitmap != nil @enemy_sprite.bitmap.dispose end @enemy_sprite.dispose dispose_battleback @battleback1.dispose @battleback2.dispose @spriteset.dispose @window_comp.dispose BattleManager.replay_bgm_and_bgs end #-------------------------------------------------------------------------- # ● Dispose_battleback #-------------------------------------------------------------------------- def dispose_battleback if @battleback1.bitmap != nil @battleback1.bitmap.dispose @battleback1.bitmap = nil end if @battleback2.bitmap != nil @battleback2.bitmap.dispose @battleback2.bitmap = nil end end #-------------------------------------------------------------------------- # ● Create Window Guide #-------------------------------------------------------------------------- def create_window_guide @spriteset = Spriteset_Map.new @windows_guide = Window_Monster_List.new(@data) @enemy = @data[@windows_guide.index] @windows_status = Window_Monster_Status.new(@enemy) @window_comp = Window_Monster_Comp.new @old_index = @windows_guide.index @org_pos = [@windows_guide.x,@windows_guide.y] @fade_time = 60 end #-------------------------------------------------------------------------- # ● Create Enemy Sprite #-------------------------------------------------------------------------- def create_enemy_sprite @enemy_sprite = Sprite.new @enemy_sprite.z = 100 @enemy_sprite_org = @enemy_sprite.x refresh_enemy_sprite end #-------------------------------------------------------------------------- # ● Create_Battleback #-------------------------------------------------------------------------- def create_battleback @battleback1 = Sprite.new @battleback1.z = 1 @battleback1.opacity = 0 @battleback2 = Sprite.new @battleback2.z = 2 @battleback2.opacity = 0 @old_battleback = [nil,nil] refresh_batteback end #-------------------------------------------------------------------------- # ● Update #-------------------------------------------------------------------------- def update @windows_guide.update update_command update_animation refresh if @old_index != @windows_guide.index end #-------------------------------------------------------------------------- # ● Update Animation #-------------------------------------------------------------------------- def update_animation update_window_fade_animation update_battleback_animation update_enemy_sprite_animation end #-------------------------------------------------------------------------- # ● Update Enemy Sprite Animation #-------------------------------------------------------------------------- def update_enemy_sprite_animation @enemy_sprite.opacity += 15 if @enemy_sprite.x < @enemy_sprite_org @enemy_sprite.x += 15 @enemy_sprite.x = @enemy_sprite_org if @enemy_sprite.x > @enemy_sprite_org end end #-------------------------------------------------------------------------- # ● Update Window Fade Animation #-------------------------------------------------------------------------- def update_window_fade_animation if @windows_guide.visible @windows_guide.opacity += 15 @windows_guide.contents_opacity += 15 if @windows_guide.y > @org_pos[1] @windows_guide.y -= 25 if @windows_guide.y < @org_pos[1] @windows_guide.y = @org_pos[1] @windows_guide.opacity += 255 @windows_guide.contents_opacity = 255 end end else @windows_guide.opacity -= 15 @windows_guide.contents_opacity -= 15 if @windows_guide.y < (@windows_guide.height + 416) @windows_guide.y += 25 @windows_guide.y = (@windows_guide.height + 416) if @windows_guide.y > (@windows_guide.height + 416) end end end #-------------------------------------------------------------------------- # ● Update Battleback Animation #-------------------------------------------------------------------------- def update_battleback_animation if @old_battleback == nil @battleback1.opacity -= 10 @battleback2.opacity -= 10 else @battleback1.opacity += 10 @battleback2.opacity += 10 end end #-------------------------------------------------------------------------- # ● Update Command #-------------------------------------------------------------------------- def update_command if Input.trigger?(Input::B) Sound.play_cancel SceneManager.return elsif Input.trigger?(Input::C) Sound.play_ok return if @windows_guide.visible @windows_guide.visible = false else @windows_guide.visible = true end end end #-------------------------------------------------------------------------- # ● Refresh Animation #-------------------------------------------------------------------------- def refresh @old_index = @windows_guide.index @enemy = @data[@windows_guide.index] @windows_status.refresh(@enemy) refresh_bgm refresh_enemy_sprite refresh_batteback end #-------------------------------------------------------------------------- # ● Refresh Animation #-------------------------------------------------------------------------- def refresh_enemy_sprite if @enemy_sprite.bitmap != nil @enemy_sprite.bitmap.dispose @enemy_sprite.bitmap = nil end if $game_system.bestiary_defeated[@enemy.id] != nil @enemy_sprite.bitmap = Cache.battler(@enemy.battler_name, @enemy.battler_hue) @enemy_sprite_org = (312/ 2) - (@enemy_sprite.bitmap.width / 2) @enemy_sprite.x = -@enemy_sprite.bitmap.width @enemy_sprite.y = 272 - @enemy_sprite.bitmap.height @enemy_sprite.opacity = 0 end end #-------------------------------------------------------------------------- # ● BGM Refresh #-------------------------------------------------------------------------- def refresh_bgm return unless MOG_MONSTER_BOOK::PLAY_MUSIC if $game_system.bestiary_music[@enemy.id] != nil and (@music[0] != $game_system.bestiary_music[@enemy.id].name or @music[1] != $game_system.bestiary_music[@enemy.id].volume or @music[2] != $game_system.bestiary_music[@enemy.id].pitch) m = $game_system.bestiary_music[@enemy.id] @music = [m.name, m.volume, m.pitch] RPG::BGM.stop Audio.bgm_play("Audio/BGM/" + m.name, m.volume, m.pitch) end end #-------------------------------------------------------------------------- # ● Refresh Battleback #-------------------------------------------------------------------------- def refresh_batteback if $game_system.bestiary_battleback[@enemy.id] != nil and (@old_battleback[0] != $game_system.bestiary_battleback[@enemy.id][0] or @old_battleback[1] != $game_system.bestiary_battleback[@enemy.id][1]) @old_battleback = [$game_system.bestiary_battleback[@enemy.id][0], $game_system.bestiary_battleback[@enemy.id][1]] dispose_battleback @battleback1.opacity = 0 @battleback2.opacity = 0 if $game_system.bestiary_battleback[@enemy.id][0] != nil @battleback1.bitmap = Cache.battleback1($game_system.bestiary_battleback[@enemy.id][0]) else @battleback1.bitmap = Cache.battleback1("") end if $game_system.bestiary_battleback[@enemy.id][1] != nil @battleback2.bitmap = Cache.battleback2($game_system.bestiary_battleback[@enemy.id][1]) else @battleback2.bitmap = Cache.battleback2("") end end end end if MOG_MONSTER_BOOK::MENU_COMMAND #============================================================================== # ■ Window Menu Command #============================================================================== class Window_MenuCommand < Window_Command #------------------------------------------------------------------------------ # ● Add Main Commands #------------------------------------------------------------------------------ alias mog_bestiary_add_main_commands add_main_commands def add_main_commands mog_bestiary_add_main_commands add_command(MOG_MONSTER_BOOK::MENU_COMMAND_NAME, :bestiary, main_commands_enabled) end end #============================================================================== # ■ Scene Menu #============================================================================== class Scene_Menu < Scene_MenuBase #------------------------------------------------------------------------------ # ● Create Command Windows #------------------------------------------------------------------------------ alias mog_bestiary_create_command_window create_command_window def create_command_window mog_bestiary_create_command_window @command_window.set_handler(:bestiary, method(:Monster_Book)) end #------------------------------------------------------------------------------ # ● Monster Book #------------------------------------------------------------------------------ def Monster_Book SceneManager.call(Monster_Book) end end end $mog_rgss3_monster_book = true EDIT:Ninja'd. Seconda volta in un giorno. Sono depresso. Edited June 5, 2012 by clyde Link to comment Share on other sites More sharing options...
Kingartur2 Posted June 5, 2012 Share Posted June 5, 2012 Luisanl mi spieghi passo passo cosa metti nell'evento? A me funziona una bellezza. Clyde non preoccuparti, passerà ^_^ Per qualsiasi motivo non aprite questo spoiler. Ho detto di non aprirlo ! Se lo apri ancora esplode il mondo. Aaaaaa è un vizio. Contento? Il mondo è esploso, sono tutti morti per colpa della tua curiosità . Vuoi che ti venga anche il morbillo, la varicella e l'AIDS??? O bravo ora sei un malato terminale e nessuno ti puo curare, sono tutti morti ! Se clicchi ancora una volta il PC esplode. E dai smettila !! Uff!! Hai cliccato tante volte che ho dovuto sostituirlo con un codebox. http://s8.postimg.org/yntv9nxld/Banner.png http://img204.imageshack.us/img204/8039/sccontest3octpl3.gif Link to comment Share on other sites More sharing options...
Lusianl Posted June 5, 2012 Share Posted June 5, 2012 Semplicemente il chiama evento: SceneManager.call(Monster_Book) e il call detto da te per il primo mostro: add_enemy_to_bestiary(1) Cosa sbaglio? http://www.freankexpo.net/signature/1129.pngPremi RpgMaker http://www.rpg2s.net/forum/uploads/monthly_01_2017/msg-293-0-48316500-1483794996.jpghttp://www.rpg2s.net/dax_games/r2s_regali2.pngContesthttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest1Oct.gif http://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://www.rpg2s.net/awards/bestpixel2.jpghttp://www.rpg2s.net/awards/bestresourCSist2.jpghttp://www.rpg2s.net/awards/mostproductive1.jpghttp://i42.servimg.com/u/f42/13/12/87/37/iconap13.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap14.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap15.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap16.pnghttp://i42.servimg.com/u/f42/13/12/87/37/screen10.pnghttp://www.rpgmkr.net/contest/screen-contest-primo.pnghttp://www.makerando.com/forum/uploads/jawards/iconawards3.png Link to comment Share on other sites More sharing options...
Kingartur2 Posted June 5, 2012 Share Posted June 5, 2012 mmmm metti i comandi in ordine inverso :D Per qualsiasi motivo non aprite questo spoiler. Ho detto di non aprirlo ! Se lo apri ancora esplode il mondo. Aaaaaa è un vizio. Contento? Il mondo è esploso, sono tutti morti per colpa della tua curiosità . Vuoi che ti venga anche il morbillo, la varicella e l'AIDS??? O bravo ora sei un malato terminale e nessuno ti puo curare, sono tutti morti ! Se clicchi ancora una volta il PC esplode. E dai smettila !! Uff!! Hai cliccato tante volte che ho dovuto sostituirlo con un codebox. http://s8.postimg.org/yntv9nxld/Banner.png http://img204.imageshack.us/img204/8039/sccontest3octpl3.gif Link to comment Share on other sites More sharing options...
Lusianl Posted June 5, 2012 Share Posted June 5, 2012 da questo errorehttp://i42.servimg.com/u/f42/13/12/87/37/errore10.png http://www.freankexpo.net/signature/1129.pngPremi RpgMaker http://www.rpg2s.net/forum/uploads/monthly_01_2017/msg-293-0-48316500-1483794996.jpghttp://www.rpg2s.net/dax_games/r2s_regali2.pngContesthttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest3Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest1Oct.gif http://rpg2s.net/gif/SCContest2Oct.gif http://rpg2s.net/gif/SCContest2Oct.gifhttp://rpg2s.net/gif/SCContest1Oct.gifhttp://www.rpg2s.net/awards/bestpixel2.jpghttp://www.rpg2s.net/awards/bestresourCSist2.jpghttp://www.rpg2s.net/awards/mostproductive1.jpghttp://i42.servimg.com/u/f42/13/12/87/37/iconap13.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap14.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap15.pnghttp://i42.servimg.com/u/f42/13/12/87/37/iconap16.pnghttp://i42.servimg.com/u/f42/13/12/87/37/screen10.pnghttp://www.rpgmkr.net/contest/screen-contest-primo.pnghttp://www.makerando.com/forum/uploads/jawards/iconawards3.png Link to comment Share on other sites More sharing options...
Kingartur2 Posted June 5, 2012 Share Posted June 5, 2012 Spero tu abbia fatto caso che ho inserito due script nel mio post, uno è quello che serve a far funzionare il comando. :D Per qualsiasi motivo non aprite questo spoiler. Ho detto di non aprirlo ! Se lo apri ancora esplode il mondo. Aaaaaa è un vizio. Contento? Il mondo è esploso, sono tutti morti per colpa della tua curiosità . Vuoi che ti venga anche il morbillo, la varicella e l'AIDS??? O bravo ora sei un malato terminale e nessuno ti puo curare, sono tutti morti ! Se clicchi ancora una volta il PC esplode. E dai smettila !! Uff!! Hai cliccato tante volte che ho dovuto sostituirlo con un codebox. http://s8.postimg.org/yntv9nxld/Banner.png http://img204.imageshack.us/img204/8039/sccontest3octpl3.gif Link to comment Share on other sites More sharing options...
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