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yuri -
posté le 31/05/2013 à 15:03:20 (3801 messages postés)
| Humeur Nutella | Domaine concerné: Scripts Logiciel utilisé: RPG MAKER XP Voilà, j'ai deux scripts et je veux les mixer.
C'est pour le menut inventaire.
D'abord, j'ai un script qui permet d'aligner des classes d'objets, de les sélectionner, comme ça le menu est rangé.
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| #===============================================================================
# Organizar Inventário
# por XRXS
#===============================================================================
# Este script permite que você organize o inventário, separando os
# itens por categorias.
# Para criar seu próprio estilo de organização você deve ir até o
# modulo XRXS_MP2_Fixed_Variable.
# Você define o nome de cada categoria em "KIND_NAMES",
# e em "KIND_KINDS" você define o tipo de item que cada categoria mostra.
#===============================================================================
#==============================================================================
# XRXS_MP2_Fixed_Variable
#==============================================================================
module XRXS_MP2_Fixed_Variable
#Definição dos nomes dos comandos de menu.
KIND_NAMES = ["Itens", "Armas", "Escudos ", "Elmos","Armaduras", "Acessórios"]
# Tipos de itens exibidos em cada função
KIND_KINDS = [0, 1, 3, 4, 5, 6]
#nil = todos os itens (inv
#0 = Itens
#1 = Armas
#2 = Equipamentos de Defesa de todos os tipos
#3 = Escudos
#4 = Elmos
#5 = Armaduras
#6 = Acessórios
#7 = Itens que não afetam nenhum alvo
#8 = Itens que só podem ser usados em batalha
#9 = Itens que só podem ser usados no menu
#10= Itens que não podem ser usados
#11= Itens que ao ser usados chamam eventos comuns
#12= Itens de preço zero
#13= Itens de aumento de atributo
#14= Itens de cura
#15= Itens com elemento
# IMPORTANTE:
# A ordem que você define em "KIND_KINDS" deve ser a mesma ordem
# do tipo do item que vc definiu em "KIND_NAMES"
# então se o 3º tipo você definiu como "Acessórios" por exemplo.
# o 3º Valor em "KIND_KINDS" deve ser 6.
end
#==============================================================================
# Window_Item
#==============================================================================
class Window_Item < Window_Selectable
#--------------------------------------------------------------------------
include XRXS_MP2_Fixed_Variable
#--------------------------------------------------------------------------
alias xrxs_mp2_initialize initialize
alias xrxs_mp2_refresh refresh
#--------------------------------------------------------------------------
def initialize
xrxs_mp2_initialize
if not $scene.is_a?(Scene_Battle)
self.y += 64
self.height -= 64
end
@itemkind = KIND_KINDS[0]
refresh
end
#--------------------------------------------------------------------------
def refresh
if @itemkind == nil
xrxs_mp2_refresh
return
end
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
@item_max = data_sdgs(@itemkind)
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
#--------------------------------------------------------------------------
def set_itemkind_index(itemkind_index)
@itemkind = KIND_KINDS[itemkind_index]
refresh
end
#--------------------------------------------------------------------------
def data_sdgs(itemkind)
@data = []
if $scene.is_a?(Scene_Battle)
get_data(0, false)
elsif itemkind.is_a?(Numeric) or itemkind.nil?
get_data(itemkind, false)
elsif itemkind.is_a?(Array)
for i in 0...itemkind.size
get_data(itemkind[i], false)
end
end
return @data.size
end
#--------------------------------------------------------------------------
def get_data(itemkind, refresh = false)
case itemkind
when nil
set_own_item_data
set_own_weapon_data
set_own_armor_data
when 0
set_own_item_data
when 1
set_own_weapon_data
when 2
set_own_armor_data
when 3
set_own_armor_shield_data
when 4
set_own_armor_helm_data
when 5
set_own_armor_mail_data
when 6
set_own_armor_accessory_data
when 7
set_own_item_noscope_data
when 8
set_own_item_battleonly_data
when 9
set_own_item_menuonly_data
when 10
set_own_item_unusable_data
when 11
set_own_item_commonevent_data
when 12
set_own_item_zeroprice_data
when 13
set_own_item_parameterup_data
when 14
set_own_item_recovers_data
when 15
set_own_item_elements_data
when -3
last_data = @data.dup
@data.clear
set_own_armor_shield_data
@data = last_data - @data
when -4
last_data = @data.dup
@data.clear
set_own_armor_helm_data
@data = last_data - @data
when -5
last_data = @data.dup
@data.clear
set_own_armor_mail_data
@data = last_data - @data
when -6
last_data = @data.dup
@data.clear
set_own_armor_accessory_data
@data = last_data - @data
when -7
last_data = @data.dup
@data.clear
set_own_item_noscope_data
@data = last_data - @data
when -8
last_data = @data.dup
@data.clear
set_own_item_battleonly_data
@data = last_data - @data
when -9
last_data = @data.dup
@data.clear
set_own_item_menuonly_data
@data = last_data - @data
when -10
last_data = @data.dup
@data.clear
set_own_item_unusable_data
@data = last_data - @data
when -11
last_data = @data.dup
@data.clear
set_own_item_commonevent_data
@data = last_data - @data
when -12
last_data = @data.dup
@data.clear
set_own_item_zeroprice_data
@data = last_data - @data
when -13
last_data = @data.dup
@data.clear
set_own_item_parameterup_data
@data = last_data - @data
when -14
last_data = @data.dup
@data.clear
set_own_item_recovers_data
@data = last_data - @data
when -15
last_data = @data.dup
@data.clear
set_own_item_elements_data
@data = last_data - @data
else
if refresh
xrxs_mp2_refresh
else
@data = []
end
end
return
end
#--------------------------------------------------------------------------
def set_own_item_data
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
@data.push($data_items[i])
end
end
end
#--------------------------------------------------------------------------
def set_own_weapon_data
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0
@data.push($data_weapons[i])
end
end
end
#--------------------------------------------------------------------------
def set_own_armor_data
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0
@data.push($data_armors[i])
end
end
end
#--------------------------------------------------------------------------
def set_own_armor_shield_data
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0
if $data_armors[i].kind == 0 and !@data.include?($data_armors[i])
@data.push($data_armors[i])
end
end
end
end
#--------------------------------------------------------------------------
def set_own_armor_helm_data
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0
if $data_armors[i].kind == 1 and !@data.include?($data_armors[i])
@data.push($data_armors[i])
end
end
end
end
#--------------------------------------------------------------------------
def set_own_armor_mail_data
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0
if $data_armors[i].kind == 2 and !@data.include?($data_armors[i])
@data.push($data_armors[i])
end
end
end
end
#--------------------------------------------------------------------------
def set_own_armor_accessory_data
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0
if $data_armors[i].kind == 3 and !@data.include?($data_armors[i])
@data.push($data_armors[i])
end
end
end
end
#--------------------------------------------------------------------------
def set_own_item_noscope_data
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
if $data_items[i].scope == 0 and !@data.include?($data_items[i])
@data.push($data_items[i])
end
end
end
end
#--------------------------------------------------------------------------
def set_own_item_battleonly_data
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
if $data_items[i].occasion == 1 and !@data.include?($data_items[i])
@data.push($data_items[i])
end
end
end
end
#--------------------------------------------------------------------------
def set_own_item_menuonly_data
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
if $data_items[i].occasion == 2 and !@data.include?($data_items[i])
@data.push($data_items[i])
end
end
end
end
#--------------------------------------------------------------------------
def set_own_item_unusable_data
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
if $data_items[i].occasion == 3 and !@data.include?($data_items[i])
@data.push($data_items[i])
end
end
end
end
#--------------------------------------------------------------------------
def set_own_item_commonevent_data
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
if $data_items[i].common_event_id > 0 and !@data.include?($data_items[i])
@data.push($data_items[i])
end
end
end
end
#--------------------------------------------------------------------------
def set_own_item_zeroprice_data
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
if $data_items[i].price == 0 and !@data.include?($data_items[i])
@data.push($data_items[i])
end
end
end
end
#--------------------------------------------------------------------------
def set_own_item_parameterup_data
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
if $data_items[i].parameter_type > 0 and !@data.include?($data_items[i])
@data.push($data_items[i])
end
end
end
end
#--------------------------------------------------------------------------
def set_own_item_recovers_data
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
if ($data_items[i].recover_hp_rate > 0 or
$data_items[i].recover_hp > 0 or
$data_items[i].recover_sp_rate > 0 or
$data_items[i].recover_sp > 0 or
$data_items[i].minus_state_set.size > 0) and
!@data.include?($data_items[i])
@data.push($data_items[i])
end
end
end
end
#--------------------------------------------------------------------------
def set_own_item_elements_data
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
if $data_items[i].element_set.size > 0 and !@data.include?($data_items[i])
@data.push($data_items[i])
end
end
end
end
end
#==============================================================================
# Window_Itemkind
#==============================================================================
class Window_Itemkind < Window_Selectable
#--------------------------------------------------------------------------
include XRXS_MP2_Fixed_Variable
#--------------------------------------------------------------------------
def initialize
super(0, 64, 640, 64)
self.contents = Bitmap.new(width - 32, height - 32)
@commands = KIND_NAMES
@item_max = KIND_NAMES.size
@column_max = KIND_NAMES.size
@disabled = []
for i in 0...@item_max
@disabled[i] = false
end
self.active = true
self.index = 0
refresh
end
#--------------------------------------------------------------------------
def disable(index)
@disabled[index] = true
refresh
end
#--------------------------------------------------------------------------
def disabled?(index)
return @disabled[index]
end
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...KIND_NAMES.size
draw_item(i, (@disabled[i] ? disabled_color : normal_color))
end
end
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
x = 304 + (index - KIND_NAMES.size/2.0) * 600/KIND_NAMES.size
rect = Rect.new(x, 0, 600/KIND_NAMES.size, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index], 1)
end
#--------------------------------------------------------------------------
def update_cursor_rect
if index != -1
return unless self.active
x = 304 + (index - KIND_NAMES.size/2.0) * 600/KIND_NAMES.size
self.cursor_rect.set(x, 0, 600/KIND_NAMES.size, 32)
update_help
end
end
#--------------------------------------------------------------------------
def update_help
return if @help_window.nil?
@help_window.set_text(KIND_NAMES[self.index] + " - Selecione o item desejado.")
end
end
#==============================================================================
# Scene_Item
#==============================================================================
class Scene_Item
#--------------------------------------------------------------------------
include XRXS_MP2_Fixed_Variable
#--------------------------------------------------------------------------
alias xrxs_mp2_update update
alias xrxs_mp2_update_item update_item
#--------------------------------------------------------------------------
def main
@help_window = Window_Help.new
@item_window = Window_Item.new
@kind_window = Window_Itemkind.new
@item_window.help_window = @help_window
@kind_window.help_window = @help_window
for i in 0...KIND_NAMES.size
@kind_window.disable(i) if @item_window.data_sdgs(KIND_KINDS[i]) == 0
end
@target_window = Window_Target.new
@target_window.visible = false
@target_window.active = false
@kind_window.active = true
@item_window.active = false
@item_window.index = -1
@now_itemkind = nil
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@help_window.dispose
@item_window.dispose
@target_window.dispose
@kind_window.dispose
end
#--------------------------------------------------------------------------
def update
xrxs_mp2_update
if @now_itemkind != @kind_window.index
@item_window.set_itemkind_index(@kind_window.index)
@now_itemkind = @kind_window.index
end
@kind_window.update
if @kind_window.active
update_kind
return
end
end
#--------------------------------------------------------------------------
def update_item
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@kind_window.active = true
@item_window.active = false
@item_window.index = -1
Input.update
return
end
xrxs_mp2_update_item
end
#--------------------------------------------------------------------------
def update_kind
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(0)
return
end
if Input.trigger?(Input::C)
if @kind_window.disabled?(@kind_window.index)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
@item_window.active = true
@item_window.index = 0
@kind_window.active = false
return
end
end
end |
ET j'ai ce script qui permet d'afficher les détails sur l'objet qui est sélectionné quand le curseur est dessus. La fenêtre s'affiche vers la droite, donc en principe la liste d'objets doit faire une colonne.
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| #==============================================================================
# ** Itens Detalhados
# Criado por arevulopapo (13.11.2006)
# Traduzido por ogrim_dooh (17.11.2006)
#==============================================================================
class Window_Selectable < Window_Base
def details_window=(details_window)
@details_window = details_window
if self.active and @details_window != nil
update_details
end
end
end
#==============================================================================
class Window_Details < Window_Base
def initialize
super(416, 64, 224, 416)
self.contents = Bitmap.new(width - 32, height - 32)
end
def set_details(item)
if icon != @icon
self.contents.clear
self.contents.font.color = normal_color
bitmap = RPG::Cache.icon(icon)
self.contents.blt(96 - bitmap.width/2 ,96 - bitmap.height/2, bitmap, Rect.new(0,0,192,192))
@icon = icon
end
self.visible = true
end
def set_price(price)
if price != @price
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(0,192,192,32,"Prix : ",0)
self.contents.draw_text(0,192,192,32,price.to_s,2)
@price = price
end
self.visible = true
end
def set_details(item)
if item != nil
self.contents.clear
#ICONE
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(96 - bitmap.width/2 ,96 - bitmap.height/2, bitmap, Rect.new(0,0,192,192))
#QUANTIDADE
self.contents.font.color = normal_color
self.contents.draw_text(0,192,192,32,"Quantité : ",0)
case item
when RPG::Item
number = $game_party.item_number(item.id)
when RPG::Weapon
number = $game_party.weapon_number(item.id)
when RPG::Armor
number = $game_party.armor_number(item.id)
end
self.contents.draw_text(0,192,192,32,number.to_s,2)
#PREÇO
self.contents.font.color = normal_color
self.contents.draw_text(0,224,192,32,"Prix : ",0)
self.contents.draw_text(0,224,192,32,item.price.to_s,2)
#DETALHE
y = 256
case item
when RPG::Item
#ALVO
case item.scope
when 0
scope = "-"
when 1
scope = "Ennemi"
when 2
scope = "Tous les ennemis"
when 3
scope = "Un Allié"
when 4
scope = "Tous les Alliés"
when 5
scope = "Un Allié (hp0)"
when 6
scope = "Tous les Alliés (hp0)"
when 7
scope = "Utilisateur"
end
if item.parameter_type == 0
self.contents.draw_text(0,y,192,32,"Cible :",0)
self.contents.draw_text(0,y,192,32,scope,2)
else
self.contents.draw_text(0,y,192,32,"Cible :",0)
self.contents.draw_text(0,y,192,32,scope,2)
end
case item.parameter_type
when 1
parameter = "PVmax"
parameter_color = Color.new(224,64,64)
self.contents.font.color = parameter_color
self.contents.draw_text(0,y+96,192,32,parameter + "+ :",0)
self.contents.font.color = normal_color
self.contents.draw_text(0,y+96,192,32,item.parameter_points.to_s,2)
when 2
parameter = "PMmax"
parameter_color = Color.new(64,64,224)
self.contents.font.color = parameter_color
self.contents.draw_text(0,y+96,192,32,parameter + "+ :",0)
self.contents.font.color = normal_color
self.contents.draw_text(0,y+96,192,32,item.parameter_points.to_s,2)
when 3
parameter = "Force"
parameter_color = Color.new(64,224,64)
self.contents.font.color = parameter_color
self.contents.draw_text(0,y+96,192,32,parameter + "+ :",0)
self.contents.font.color = normal_color
self.contents.draw_text(0,y+96,192,32,item.parameter_points.to_s,2)
when 4
parameter = "Défense"
parameter_color = Color.new(224,64,224)
self.contents.font.color = parameter_color
self.contents.draw_text(0,y+96,192,32,parameter + "+ :",0)
self.contents.font.color = normal_color
self.contents.draw_text(0,y+96,192,32,item.parameter_points.to_s,2)
when 5
parameter = "Agilité"
parameter_color = Color.new(160,160,160)
self.contents.font.color = parameter_color
self.contents.draw_text(0,y+96,192,32,parameter + "+ :",0)
self.contents.font.color = normal_color
self.contents.draw_text(0,y+96,192,32,item.parameter_points.to_s,2)
when 6
parameter = "Intelligence"
parameter_color = Color.new(224,224,64)
self.contents.font.color = parameter_color
self.contents.draw_text(0,y+96,192,32,parameter + "+ :",0)
self.contents.font.color = normal_color
self.contents.draw_text(0,y+96,192,32,item.parameter_points.to_s,2)
end
self.contents.font.color = Color.new(224,64,64)
self.contents.draw_text(0,y+32,192,32,"Récupère HP :",0)
self.contents.font.color = Color.new(64,64,224)
self.contents.draw_text(0,y+64,192,32,"Récupère SP :",0)
self.contents.font.color = normal_color
self.contents.draw_text(0,y+32,192,32,item.recover_hp.to_s,2)
self.contents.draw_text(0,y+64,192,32,item.recover_sp.to_s,2)
when RPG::Weapon
self.contents.draw_text(0,y,192,32,"Attaque :",0)
self.contents.draw_text(0,y,192,32,item.atk.to_s,2)
self.contents.draw_text(0,y+32,192,32,"Défense Phy. :",0)
self.contents.draw_text(0,y+32,192,32,item.pdef.to_s,2)
self.contents.draw_text(0,y+64,192,32,"Défense Mag. :",0)
self.contents.draw_text(0,y+64,192,32,item.mdef.to_s,2)
when RPG::Armor
case item.kind
when 0
kind = "Bouclier"
when 1
kind = "Casque"
when 2
kind = "Armure"
when 3
kind = "Accessoire"
end
self.contents.draw_text(0,y,192,32,"Tipo :",0)
self.contents.draw_text(0,y,192,32,kind,2)
self.contents.draw_text(0,y+32,192,32," Défense Phy.:",0)
self.contents.draw_text(0,y+32,192,32,item.pdef.to_s,2)
self.contents.draw_text(0,y+64,192,32," Défense Mag.:",0)
self.contents.draw_text(0,y+64,192,32,item.mdef.to_s,2)
self.contents.draw_text(0,y+96,192,32,"Fuite :",0)
self.contents.draw_text(0,y+96,192,32,item.eva.to_s,2)
end
end
end
end
#==============================================================================
class Window_Item2 < Window_Selectable
def initialize
super(0, 64, 416, 416)
@column_max = 1
refresh
self.index = 0
end
def item
return @data[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
@data.push($data_items[i])
end
end
unless $game_temp.in_battle
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0
@data.push($data_weapons[i])
end
end
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0
@data.push($data_armors[i])
end
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
def draw_item(index)
item = @data[index]
case item
when RPG::Item
number = $game_party.item_number(item.id)
when RPG::Weapon
number = $game_party.weapon_number(item.id)
when RPG::Armor
number = $game_party.armor_number(item.id)
end
if item.is_a?(RPG::Item) and
$game_party.item_can_use?(item.id)
self.contents.font.color = normal_color
else
self.contents.font.color = disabled_color
end
x = 4
y = index * 32
self.contents.draw_text(x,y,376,32, item.name, 0)
end
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.description)
end
def update_details
@details_window.set_details(self.item)
end
end
#==============================================================================
class Scene_Item
def main
@help_window = Window_Help.new
@item_window = Window_Item2.new
@details_window = Window_Details.new
@item_window.help_window = @help_window
@item_window.details_window = @details_window
@target_window = Window_Target.new
@target_window.visible = false
@target_window.active = false
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@help_window.dispose
@item_window.dispose
@target_window.dispose
@details_window.dispose
end
def update
@help_window.update
@item_window.update
@target_window.update
@item_window.update_details
if @item_window.active
update_item
return
end
if @target_window.active
update_target
return
end
end
def update_item
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(0)
return
end
if Input.trigger?(Input::C)
@item = @item_window.item
unless @item.is_a?(RPG::Item)
$game_system.se_play($data_system.buzzer_se)
return
end
unless $game_party.item_can_use?(@item.id)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
if @item.scope >= 3
@item_window.active = false
@target_window.x = 304
@target_window.visible = true
@target_window.active = true
if @item.scope == 4 || @item.scope == 6
@target_window.index = -1
else
@target_window.index = 0
end
else
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$game_system.se_play(@item.menu_se)
if @item.consumable
$game_party.lose_item(@item.id, 1)
@item_window.draw_item(@item_window.index)
end
$scene = Scene_Map.new
return
end
end
return
end
end
def update_target
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
unless $game_party.item_can_use?(@item.id)
@item_window.refresh
end
@item_window.active = true
@target_window.visible = false
@target_window.active = false
return
end
if Input.trigger?(Input::C)
if $game_party.item_number(@item.id) == 0
$game_system.se_play($data_system.buzzer_se)
return
end
if @target_window.index == -1
used = false
for i in $game_party.actors
used |= i.item_effect(@item)
end
end
if @target_window.index >= 0
target = $game_party.actors[@target_window.index]
used = target.item_effect(@item)
end
if used
$game_system.se_play(@item.menu_se)
if @item.consumable
$game_party.lose_item(@item.id, 1)
@item_window.draw_item(@item_window.index)
end
@target_window.refresh
if $game_party.all_dead?
$scene = Scene_Gameover.new
return
end
if @item.common_event_id > 0
$game_temp.common_event_id = @item.common_event_id
$scene = Scene_Map.new
return
end
end
unless used
$game_system.se_play($data_system.buzzer_se)
end
return
end
end
end |
|
Je me sens sournoise aujourd'hui, hystérique, abominable, agressive, enfin bref...insupportable!! |
Wanoklox -
posté le 31/05/2013 à 16:10:51 (2211 messages postés)
| | Et ? Quels sont les problèmes que tu rencontres peut être ?
|
yuri -
posté le 01/06/2013 à 05:05:56 (3801 messages postés)
| Humeur Nutella | eh bien, si je mets les deux, un apparaît, l'autre n'apparait pas.
C'est à dire que si je mets le script pour le classement d'objets, je verrai la barre de classements apparaître au dessus des objets.
Mais je verrai pas la fenêtre des détails d'objets censée être à droite.
Donc peut-on combiner ces deux scripts en un seul pour que les deux fonctions de ce menu apparaissent svp?
EDIT: j'ai arrangé le script moi-même ce que je voulais où je voulais, en rajoutant des trucs..
Bref voilà le script modifié par moi:
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| #===============================================================================
# Script modifié par Yuri combinant celui de XRXS et arevulopapo + petits changements persos
# Script orignal de XRXS : Organizar Inventário (por XRXS)
# Pour tout commentaire, rendez vous sur le forum Oniromancie RPG Maker
#===============================================================================
# Este script permite que você organize o inventário, separando os
# itens por categorias.
# Para criar seu próprio estilo de organização você deve ir até o
# modulo XRXS_MP2_Fixed_Variable.
# Você define o nome de cada categoria em "KIND_NAMES",
# e em "KIND_KINDS" você define o tipo de item que cada categoria mostra.
#===============================================================================
#==============================================================================
Font.default_name = "Harrington"
class Window_Selectable < Window_Base
def details_window=(details_window)
@details_window = details_window
if self.active and @details_window != nil
update_details
end
end
def update_details
@details_window.set_details(self.item)
end
end
#==============================================================================
class Window_Details < Window_Base
def initialize
super(416, 128, 226, 352)
self.contents = Bitmap.new(width - 32, height - 32)
end
def set_details(item)
if icon != @icon
self.contents.clear
self.contents.font.color = normal_color
bitmap = RPG::Cache.icon(icon)
self.contents.blt(96 - bitmap.width/2 ,96 - bitmap.height/2, bitmap, Rect.new(0,0,192,192))
@icon = icon
end
self.visible = true
end
def set_price(price)
if price != @price
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(0,172,192,32,"Prix : ",0)
self.contents.draw_text(0,172,192,32,price.to_s,2)
@price = price
end
self.visible = true
end
def set_details(item)
if item != nil
self.contents.clear
#ICONE
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(96 - bitmap.width/2 ,96 - bitmap.height/2, bitmap, Rect.new(0,0,192,192))
#QUANTIDADE
self.contents.font.color = normal_color
self.contents.draw_text(0,172,192,32,"Quantité : ",0)
case item
when RPG::Item
number = $game_party.item_number(item.id)
when RPG::Weapon
number = $game_party.weapon_number(item.id)
when RPG::Armor
number = $game_party.armor_number(item.id)
end
self.contents.draw_text(0,172,192,32,number.to_s,2)
#PREÇO
self.contents.font.color = normal_color
self.contents.draw_text(0,200,192,32,"Prix : ",0)
self.contents.draw_text(0,200,192,32,item.price.to_s,2)
#DETALHE
y = 230
case item
when RPG::Item
#ALVO
case item.scope
when 0
scope = "-"
when 1
scope = "Ennemi"
when 2
scope = "Tous les ennemis"
when 3
scope = "Un Allié"
when 4
scope = "Tous les Alliés"
when 5
scope = "Un Allié (hp0)"
when 6
scope = "Tous les Alliés (hp0)"
when 7
scope = "Utilisateur"
end
if item.parameter_type == 0
self.contents.draw_text(0,y,192,32,"Cible :",0)
self.contents.draw_text(0,y,192,32,scope,2)
else
self.contents.draw_text(0,y,192,32,"Cible :",0)
self.contents.draw_text(0,y,192,32,scope,2)
end
case item.parameter_type
when 1
parameter = "PVmax"
parameter_color = Color.new(224,64,64)
self.contents.font.color = parameter_color
self.contents.draw_text(0,y+96,192,32,parameter + "+ :",0)
self.contents.font.color = normal_color
self.contents.draw_text(0,y+96,192,32,item.parameter_points.to_s,2)
when 2
parameter = "PMmax"
parameter_color = Color.new(64,64,224)
self.contents.font.color = parameter_color
self.contents.draw_text(0,y+96,192,32,parameter + "+ :",0)
self.contents.font.color = normal_color
self.contents.draw_text(0,y+96,192,32,item.parameter_points.to_s,2)
when 3
parameter = "Force"
parameter_color = Color.new(64,224,64)
self.contents.font.color = parameter_color
self.contents.draw_text(0,y+96,192,32,parameter + "+ :",0)
self.contents.font.color = normal_color
self.contents.draw_text(0,y+96,192,32,item.parameter_points.to_s,2)
when 4
parameter = "Défense"
parameter_color = Color.new(224,64,224)
self.contents.font.color = parameter_color
self.contents.draw_text(0,y+96,192,32,parameter + "+ :",0)
self.contents.font.color = normal_color
self.contents.draw_text(0,y+96,192,32,item.parameter_points.to_s,2)
when 5
parameter = "Agilité"
parameter_color = Color.new(160,160,160)
self.contents.font.color = parameter_color
self.contents.draw_text(0,y+96,192,32,parameter + "+ :",0)
self.contents.font.color = normal_color
self.contents.draw_text(0,y+96,192,32,item.parameter_points.to_s,2)
when 6
parameter = "Intelligence"
parameter_color = Color.new(224,224,64)
self.contents.font.color = parameter_color
self.contents.draw_text(0,y+96,192,32,parameter + "+ :",0)
self.contents.font.color = normal_color
self.contents.draw_text(0,y+96,192,32,item.parameter_points.to_s,2)
end
self.contents.font.color = Color.new(224,64,64)
self.contents.draw_text(0,y+32,192,32,"Récupère HP :",0)
self.contents.font.color = Color.new(64,64,224)
self.contents.draw_text(0,y+64,192,32,"Récupère SP :",0)
self.contents.font.color = normal_color
self.contents.draw_text(0,y+32,192,32,item.recover_hp.to_s,2)
self.contents.draw_text(0,y+64,192,32,item.recover_sp.to_s,2)
when RPG::Weapon
self.contents.draw_text(0,y,192,32,"Attaque :",0)
self.contents.draw_text(0,y,192,32,item.atk.to_s,2)
self.contents.draw_text(0,y+32,192,32,"Défense Phy. :",0)
self.contents.draw_text(0,y+32,192,32,item.pdef.to_s,2)
self.contents.draw_text(0,y+64,192,32,"Défense Mag. :",0)
self.contents.draw_text(0,y+64,192,32,item.mdef.to_s,2)
when RPG::Armor
case item.kind
when 0
kind = "Bouclier"
when 1
kind = "Casque"
when 2
kind = "Armure"
when 3
kind = "Accessoire"
end
self.contents.draw_text(0,y,192,32,"Type :",0)
self.contents.draw_text(0,y,192,32,kind,2)
self.contents.draw_text(0,y+32,192,32," Défense Phy.:",0)
self.contents.draw_text(0,y+32,192,32,item.pdef.to_s,2)
self.contents.draw_text(0,y+64,192,32," Défense Mag.:",0)
self.contents.draw_text(0,y+64,192,32,item.mdef.to_s,2)
self.contents.draw_text(0,y+96,192,32,"Fuite :",0)
self.contents.draw_text(0,y+96,192,32,item.eva.to_s,2)
end
end
end
end
#==============================================================================
# XRXS_MP2_Fixed_Variable
#==============================================================================
module XRXS_MP2_Fixed_Variable
#Definição dos nomes dos comandos de menu.
KIND_NAMES = ["Items", "Armes", "Boucliers ", "Casques","Armures", "Accessoires"]
# Tipos de itens exibidos em cada função
KIND_KINDS = [0, 1, 3, 4, 5, 6]
#nil = todos os itens (inv
#0 = Itens
#1 = Armas
#2 = Equipamentos de Defesa de todos os tipos
#3 = Escudos
#4 = Elmos
#5 = Armaduras
#6 = Acessórios
#7 = Itens que não afetam nenhum alvo
#8 = Itens que só podem ser usados em batalha
#9 = Itens que só podem ser usados no menu
#10= Itens que não podem ser usados
#11= Itens que ao ser usados chamam eventos comuns
#12= Itens de preço zero
#13= Itens de aumento de atributo
#14= Itens de cura
#15= Itens com elemento
# IMPORTANTE:
# A ordem que você define em "KIND_KINDS" deve ser a mesma ordem
# do tipo do item que vc definiu em "KIND_NAMES"
# então se o 3º tipo você definiu como "Acessórios" por exemplo.
# o 3º Valor em "KIND_KINDS" deve ser 6.
end
#==============================================================================
# Window_Item
#==============================================================================
class Window_Item < Window_Selectable
#--------------------------------------------------------------------------
include XRXS_MP2_Fixed_Variable
#--------------------------------------------------------------------------
alias xrxs_mp2_initialize initialize
alias xrxs_mp2_refresh refresh
#--------------------------------------------------------------------------
def initialize
xrxs_mp2_initialize
refresh
self.index = 0
if not $scene.is_a?(Scene_Battle)
self.y += 64
self.height -= 64
end
@itemkind = KIND_KINDS[0]
refresh
end
#--------------------------------------------------------------------------
def refresh
if @itemkind == nil
xrxs_mp2_refresh
return
end
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
@item_max = data_sdgs(@itemkind)
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
#--------------------------------------------------------------------------
def set_itemkind_index(itemkind_index)
@itemkind = KIND_KINDS[itemkind_index]
refresh
end
#--------------------------------------------------------------------------
def data_sdgs(itemkind)
@data = []
if $scene.is_a?(Scene_Battle)
get_data(0, false)
elsif itemkind.is_a?(Numeric) or itemkind.nil?
get_data(itemkind, false)
elsif itemkind.is_a?(Array)
for i in 0...itemkind.size
get_data(itemkind[i], false)
end
end
return @data.size
end
#--------------------------------------------------------------------------
def get_data(itemkind, refresh = false)
case itemkind
when nil
set_own_item_data
set_own_weapon_data
set_own_armor_data
when 0
set_own_item_data
when 1
set_own_weapon_data
when 2
set_own_armor_data
when 3
set_own_armor_shield_data
when 4
set_own_armor_helm_data
when 5
set_own_armor_mail_data
when 6
set_own_armor_accessory_data
when 7
set_own_item_noscope_data
when 8
set_own_item_battleonly_data
when 9
set_own_item_menuonly_data
when 10
set_own_item_unusable_data
when 11
set_own_item_commonevent_data
when 12
set_own_item_zeroprice_data
when 13
set_own_item_parameterup_data
when 14
set_own_item_recovers_data
when 15
set_own_item_elements_data
when -3
last_data = @data.dup
@data.clear
set_own_armor_shield_data
@data = last_data - @data
when -4
last_data = @data.dup
@data.clear
set_own_armor_helm_data
@data = last_data - @data
when -5
last_data = @data.dup
@data.clear
set_own_armor_mail_data
@data = last_data - @data
when -6
last_data = @data.dup
@data.clear
set_own_armor_accessory_data
@data = last_data - @data
when -7
last_data = @data.dup
@data.clear
set_own_item_noscope_data
@data = last_data - @data
when -8
last_data = @data.dup
@data.clear
set_own_item_battleonly_data
@data = last_data - @data
when -9
last_data = @data.dup
@data.clear
set_own_item_menuonly_data
@data = last_data - @data
when -10
last_data = @data.dup
@data.clear
set_own_item_unusable_data
@data = last_data - @data
when -11
last_data = @data.dup
@data.clear
set_own_item_commonevent_data
@data = last_data - @data
when -12
last_data = @data.dup
@data.clear
set_own_item_zeroprice_data
@data = last_data - @data
when -13
last_data = @data.dup
@data.clear
set_own_item_parameterup_data
@data = last_data - @data
when -14
last_data = @data.dup
@data.clear
set_own_item_recovers_data
@data = last_data - @data
when -15
last_data = @data.dup
@data.clear
set_own_item_elements_data
@data = last_data - @data
else
if refresh
xrxs_mp2_refresh
else
@data = []
end
end
return
end
#--------------------------------------------------------------------------
def set_own_item_data
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
@data.push($data_items[i])
end
end
end
#--------------------------------------------------------------------------
def set_own_weapon_data
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0
@data.push($data_weapons[i])
end
end
end
#--------------------------------------------------------------------------
def set_own_armor_data
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0
@data.push($data_armors[i])
end
end
end
#--------------------------------------------------------------------------
def set_own_armor_shield_data
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0
if $data_armors[i].kind == 0 and !@data.include?($data_armors[i])
@data.push($data_armors[i])
end
end
end
end
#--------------------------------------------------------------------------
def set_own_armor_helm_data
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0
if $data_armors[i].kind == 1 and !@data.include?($data_armors[i])
@data.push($data_armors[i])
end
end
end
end
#--------------------------------------------------------------------------
def set_own_armor_mail_data
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0
if $data_armors[i].kind == 2 and !@data.include?($data_armors[i])
@data.push($data_armors[i])
end
end
end
end
#--------------------------------------------------------------------------
def set_own_armor_accessory_data
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0
if $data_armors[i].kind == 3 and !@data.include?($data_armors[i])
@data.push($data_armors[i])
end
end
end
end
#--------------------------------------------------------------------------
def set_own_item_noscope_data
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
if $data_items[i].scope == 0 and !@data.include?($data_items[i])
@data.push($data_items[i])
end
end
end
end
#--------------------------------------------------------------------------
def set_own_item_battleonly_data
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
if $data_items[i].occasion == 1 and !@data.include?($data_items[i])
@data.push($data_items[i])
end
end
end
end
#--------------------------------------------------------------------------
def set_own_item_menuonly_data
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
if $data_items[i].occasion == 2 and !@data.include?($data_items[i])
@data.push($data_items[i])
end
end
end
end
#--------------------------------------------------------------------------
def set_own_item_unusable_data
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
if $data_items[i].occasion == 3 and !@data.include?($data_items[i])
@data.push($data_items[i])
end
end
end
end
#--------------------------------------------------------------------------
def set_own_item_commonevent_data
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
if $data_items[i].common_event_id > 0 and !@data.include?($data_items[i])
@data.push($data_items[i])
end
end
end
end
#--------------------------------------------------------------------------
def set_own_item_zeroprice_data
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
if $data_items[i].price == 0 and !@data.include?($data_items[i])
@data.push($data_items[i])
end
end
end
end
#--------------------------------------------------------------------------
def set_own_item_parameterup_data
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
if $data_items[i].parameter_type > 0 and !@data.include?($data_items[i])
@data.push($data_items[i])
end
end
end
end
#--------------------------------------------------------------------------
def set_own_item_recovers_data
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
if ($data_items[i].recover_hp_rate > 0 or
$data_items[i].recover_hp > 0 or
$data_items[i].recover_sp_rate > 0 or
$data_items[i].recover_sp > 0 or
$data_items[i].minus_state_set.size > 0) and
!@data.include?($data_items[i])
@data.push($data_items[i])
end
end
end
end
#--------------------------------------------------------------------------
def set_own_item_elements_data
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
if $data_items[i].element_set.size > 0 and !@data.include?($data_items[i])
@data.push($data_items[i])
end
end
end
end
end
#==============================================================================
# Window_Itemkind
#==============================================================================
class Window_Itemkind < Window_Selectable
#--------------------------------------------------------------------------
include XRXS_MP2_Fixed_Variable
#--------------------------------------------------------------------------
def initialize
super(0, 64, 640, 64)
self.contents = Bitmap.new(width - 32, height - 32)
@commands = KIND_NAMES
@item_max = KIND_NAMES.size
@column_max = KIND_NAMES.size
@disabled = []
for i in 0...@item_max
@disabled[i] = false
end
self.active = true
self.index = 0
refresh
end
#--------------------------------------------------------------------------
def disable(index)
@disabled[index] = true
refresh
end
#--------------------------------------------------------------------------
def disabled?(index)
return @disabled[index]
end
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...KIND_NAMES.size
draw_item(i, (@disabled[i] ? disabled_color : normal_color))
end
end
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
x = 304 + (index - KIND_NAMES.size/2.0) * 600/KIND_NAMES.size
rect = Rect.new(x, 0, 600/KIND_NAMES.size, 32)
self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
self.contents.draw_text(rect, @commands[index], 1)
end
#--------------------------------------------------------------------------
def update_cursor_rect
if index != -1
return unless self.active
x = 304 + (index - KIND_NAMES.size/2.0) * 600/KIND_NAMES.size
self.cursor_rect.set(x, 0, 600/KIND_NAMES.size, 32)
update_help
end
end
#--------------------------------------------------------------------------
def update_help
return if @help_window.nil?
@help_window.set_text(KIND_NAMES[self.index] + " - Selectionne l'objet désiré.")
end
end
#==============================================================================
# ** Window_Target
#------------------------------------------------------------------------------
# This window selects a use target for the actor on item and skill screens.
#==============================================================================
class Window_Target < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(202, 170, 288, 170)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Harrington"
self.z += 10
@item_max = $game_party.actors.size
@column_max = 4
end
#--------------------------------------------------------------------------
# * Cursor Rectangle Update
#--------------------------------------------------------------------------
def update_cursor_rect
self.contents.clear
for i in 0...$game_party.actors.size
x = 10 + i * 60
y = 0
actor = $game_party.actors[i]
draw_actor_name(actor, x, y)
draw_actor_graphic(actor, x + 20, y + 80)
draw_actor_level(actor, x, y + 66)
end
actor = $game_party.actors[self.index]
x = 0
y = 0
draw_actor_hp(actor, x + 60, y + 86)
draw_actor_sp(actor, x + 60, y + 106)
# Cursor position -1 = all choices, -2 or lower = independent choice
# (meaning the user's own choice)
if @index <= -2
self.cursor_rect.set(0, (@index + 10) * 60, 60, 96)
elsif @index == -1
self.cursor_rect.set(0, 0, 60, @item_max * 116 - 20)
else
self.cursor_rect.set(@index * 60, 0, 60, 96)
end
end
end
#==============================================================================
# Scene_Item
#==============================================================================
class Scene_Item
#--------------------------------------------------------------------------
include XRXS_MP2_Fixed_Variable
#--------------------------------------------------------------------------
alias xrxs_mp2_update update
alias xrxs_mp2_update_item update_item
#--------------------------------------------------------------------------
def main
@help_window = Window_Help.new
@item_window = Window_Item.new
@kind_window = Window_Itemkind.new
@item_window.help_window = @help_window
@kind_window.help_window = @help_window
@details_window = Window_Details.new
@item_window.details_window = @details_window
for i in 0...KIND_NAMES.size
@kind_window.disable(i) if @item_window.data_sdgs(KIND_KINDS[i]) == 0
end
@target_window = Window_Target.new
@target_window.visible = false
@target_window.active = false
@kind_window.active = true
@details_window.visible = false
@item_window.active = false
@item_window.index = -1
@now_itemkind = nil
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@help_window.dispose
@item_window.dispose
@details_window.dispose
@target_window.dispose
@kind_window.dispose
end
#--------------------------------------------------------------------------
def update
xrxs_mp2_update
if @now_itemkind != @kind_window.index
@item_window.set_itemkind_index(@kind_window.index)
@now_itemkind = @kind_window.index
end
@item_window.update_details
if @item_window.active
update_item
return
end
@kind_window.update
if @kind_window.active
update_kind
end
end
#--------------------------------------------------------------------------
def update_item
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@kind_window.active = true
@item_window.active = false
@item_window.index = -1
@details_window.visible = false
Input.update
return
end
xrxs_mp2_update_item
end
#--------------------------------------------------------------------------
def update_kind
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(0)
return
end
if Input.trigger?(Input::C)
@details_window.visible = true
if @kind_window.disabled?(@kind_window.index)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
@item_window.active = true
@item_window.index = 0
@kind_window.active = false
return
end
end
end |
|
Je me sens sournoise aujourd'hui, hystérique, abominable, agressive, enfin bref...insupportable!! |
GeckoEssence -
posté le 02/06/2013 à 10:34:23 (10274 messages postés)
| | Eeeeet ? Tu l'as testé ? Ca a marché ? Y a eu des bugs ?
|
arttroy -
posté le 02/06/2013 à 18:44:21 (2394 messages postés)
| Just working | J'avoue que tu es super vague dans ta demande... As tu un message d'erreur ? Si oui lequel (exactement, au pire tu peux faire un screen du message de RM) ?
Sinon si ça fonctionne tu peux toujours le proposer pour la section script d'Oniro.
|
Anti-inconstructivité / Pétition pour que le mot making soit inscrit dans le dictionnaire ? |
yuri -
posté le 02/06/2013 à 20:46:31 (3801 messages postés)
| Humeur Nutella | Je l'ai créé/modifié moi- même, tout fonctionne parfaitement, si t'as des bugs dis-moi je peux voir ce que je peux faire.
Sinon, le problème, c'était qu'il y avait beaucoup de bugs qui s'affichaient quand on voulait lancer le menu.
En fait, séparément ça allait, mais grouper les deux ensemble..
Tu vois, c'est deux scripts pour le menu "objets".
Le script 1 mettant des fenêtres et des commandes différentes du script 2, ils ne pouvaient pas fonctionner ensemble.
Le script 2 mettait une fenêtre de détails d'objets sur la droite.
Mais le scirpt 1 classait les objets.
La liste des classes s'affichait en haut en bas de la fenêtre d'aide.
Sauf que du coup, la fenêtre se mêlait avec la fenêtre de détails.
Pour finir, pas possible de sélectionner quoi que ce soit, le curseur était comme bloqué car le jeu ne savait pas si'il fallait commencer par sélectionner une classe ou sélectionner directement l'objet.
Bref, des magouilles dans window_selectable, modifications dans les menus de base (item, entre autre), des modifications sur l'affichage des fenêtres, un ajout pour que l'on voit le charset des héros en sélectionnant une potion, par exemple, et le tour est joué...
Je rajouterai des screenshots.
|
Je me sens sournoise aujourd'hui, hystérique, abominable, agressive, enfin bref...insupportable!! |
arttroy -
posté le 03/06/2013 à 12:25:42 (2394 messages postés)
| Just working | B..... Bien joué... Ca va tu te débrouille en script, Faut le savoir qu'il fallait chercher dans le Window_Selectable et tout. Je veux bien voir ce que ça donne. Golem GG en tous cas C'est bien si tout le monde règle ses problèmes tout seul comme toi on aura bientôt une communauté de maker d'élite...
|
Anti-inconstructivité / Pétition pour que le mot making soit inscrit dans le dictionnaire ? |
Index du forum > Entraide > [RPG MAKER XP] Mélange de scripts
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