Bienvenue visiteur !
|
Statistiques
Liste des membres
Contact
Mentions légales
413 connectés actuellement
30729775 visiteurs depuis l'ouverture
3392 visiteurs aujourd'hui
Partenaires
Tous nos partenaires
Devenir partenaire
|
crosac002 -
posté le 11/06/2014 à 02:12:36 (9 messages postés)
| | Domaine concerné: Script Logiciel utilisé: Vx Ace Bonjour tous le monde. J'ai besoins de votre aide. J'ai mis un script de crafting mais je n'arrive pas à l'utiliser. Voici le lien du script: http://www.rpgmakervxace.net/topic/15113-csca-crafting/
J'ai déjà télécharger les scripts nécessaires.
J'ai besoins de votre aide.
Crosac002
|
Crosac002 |
stephane59 -
posté le 11/06/2014 à 08:43:44 (49 messages postés)
| | Tu peut montrer ton script télécharger ?
|
crosac002 -
posté le 11/06/2014 à 22:48:36 (9 messages postés)
| | Le voici:
=begin
CSCA Crafting
version: 1.0.4 (Released: May 17, 2013)
Created by: Casper Gaming (http://www.caspergaming.com/)
================================================================================
Compatibility:
Made for RPGVXAce
IMPORTANT: ALL CSCA Scripts should be compatible with each other unless
otherwise noted.
Requires CSCA Core Script v1.0.6+
LINK: http://www.rpgmakervxace.net/topic/6879-csca-core-script/
Does not require, but for all features/best results use with CSCA Professions.
LINK: http://www.rpgmakervxace.net/topic/14734-csca-professions/
For toast messages, get the CSCA Toast Manager v1.1.0+
LINK: http://www.rpgmakervxace.net/topic/13960-csca-toast-manager/
================================================================================
FFEATURES
Creates a crafting system in your game. Can differentiate between recipes, such
as a separate scene for cooking recipes and blacksmithing recipes. Includes some
equips to alter recipe data as well.
================================================================================
UPDATES
version 1.0.1
- Bug fix: ingredients should now display properly.
version 1.0.2
- Bug Fix: Required Items/Products can now be weapons, armors, and gold too.
version 1.0.3
- Bug Fix: Errors dealing with required items should now be fixed. (finally)
- CSCA Currency System colors now show in the crafting info window.
version 1.0.4
- Bug Fix: All errors dealing with gold and CSCA Currency System should now be fixed.
================================================================================
SETUP
Set up required. Instructions below.
================================================================================
CREDIT:
Free to use in noncommercial games if credit is given to:
Casper Gaming (http://www.caspergaming.com/)
To use in a commercial game, please purchase a license here:
http://www.caspergaming.com/licenses.html
================================================================================
TERMS:
http://www.caspergaming.com/terms_of_use.html
================================================================================
=end
module CSCA
module CRAFT
RECIPE = []
#==============================================================================
# ** Important Script Calls
#==============================================================================
# All script calls use the recipe's ymbol to reference a [recipe].
#------------------------------------------------------------------------------
# discover_recipe(recipe[, discovered])
# Changes the discovery of the [recipe]. the [discovered] parameter is optional
# and only required if setting the discovery status to false.
#
# recipe_times_crafted(recipe[, amount])
# Allows you to manually change the times crafted for the [recipe] specified. The
# [amount] is an optional parameter, that will increase the [recipe]'s times crafted
# value by [amount]. If [amount] is not specified, it is assmumed to be 1.
#==============================================================================
# ** Setting up Note Tags
#==============================================================================
# The following note tags go in the 'Item' note box.
#------------------------------------------------------------------------------
# <csca_recipe: RECIPE_SYMBOL_HERE>
#
# Creates an item that, when used, will set the discovery status of the recipe
# specified to true. DO NOT include the colon (':') in the parameter.
#------------------------------------------------------------------------------
# The following note tags go in the 'Weapon' or 'Armor' note box.
#------------------------------------------------------------------------------
# <csca_craft_lvl: x>
#
# Reduces the level requirement for all recipe's by [x] amount. Requires
# CSCA Professions to function.
#
# <csca_craft_perc: x>
#
# Increases the success rate of all recipe's by [x] amount.
#==============================================================================
# ** Calling the Crafting Scene
#==============================================================================
# You must call the recipe scene, as well as prepare it for a certain recipe type
# or all recipe types. To do so, make the following script call:
#
# SceneManager.call(CSCA_Scene_Crafting)
# SceneManager.scene.prepare(SCENE_NAME_SYMBOL_HERE)
#
# Where the preparation parameter will be a symbol, such as :all or :cooking,
# specified in the SCENE_NAMES hash below.
#==============================================================================
# ** Advanced things you can do
#==============================================================================
# To set a variable to the recipe's discovered/total, use this script call inside a
# "control variables" event command:
#
# $csca.recipe_types[key][index]
#
# where the [key] parameter is a recipe type, such as :cooking . This will tell
# the variable to only include recipe's of that type in the calculations. If you
# need to set the variable to the total recipes or recipe's discovered, you can
# use the key :all
#
# The [index] parameter can be either 0 or 1. When 0, it will set the variable
# to the total amount of recipe's of the specified type. When 1, it will set the
# variable to the amount of recipe's discovered of the specified type.
#==============================================================================
# ** Begin Setup
#==============================================================================
SHOW_TOASTS = true # Display toast messages?
RECIPE_TEXT = "Recipe" # Text to call recipes by
USE_ICONS = true # Show icons next to recipe name?
COLOR1 = 20 # Progress Gauge color 1
COLOR2 = 21 # Progress Gauge color 2
SHOW_SUCCESS_RATE = true # Show the success chance in crafting window?
SUCCESS_TEXT = "Crafting Success!" # Toast text upon successful craft
FAIL_TEXT = "Crafting Failed!" # Toast text upon failed craft
FAIL_TEXT2 = "No item was crafted."# Toast text upon failed craft (line 2)
GAIN_EXP_IF_FAIL = false # Still gain EXP if crafting is unsuccessful?
# The SCENE_NAMES hash controls a few parts of the script. When calling a
# crafting scene, you also need to specify a scene name (Script call to do so
# explained above). This determines which recipe type to include in the scene,
# such as all recipes with the 'type' of :cooking. In case you want the crafting
# scene to include all recipes, use the :all symbol. The text value belonging
# to each key will be the text shown in the header window.
#
#SCENE_NAMES = {
#:all => "Crafting", # :all is a special key used to specify all recipes.
#:cooking => "Cooking" # Tells the scene to only use :cooking recipes.
#}
SCENE_NAMES = {
:all => "Crafting",
:cooking => "Cooking"
}
#RECIPE[x] = { # the value inside the brackets should start at 0 and ascend in order.
#:name => "Apple Pie", # The name of the recipe.
#:ingredients => [[:item, 1, 5], [:item, 2, 3]], # The consumed ingredients for the recipe. Explained more below.
#:required => [:item, 3, 1], # The required item for the recipe. Explained more below.
#roduct => [:item, 4, 1], # The item the recipe produces if successful. Explained more below.
#crap => [:item, 5, 1], # The item the recipe produces if unsuccessful. Explained more below.
#:type => :cooking, # The recipe type. All recipes of the same type will be shown in the crafting list determined by the SCENE_NAME specified.
#:discovered => false, # Determines if the player has unlocked the recipe or not. Undiscovered recipe's will not show in the recipe list.
#:time => 120, # The time, in frames (60f = 1sec) the recipe takes to create. Recommended to set above 2.
#uccess_rate => 100, # The chance a recipe has at successfuully producing its roduct rather than its crap . Range 0 - 100
#ymbol => :applepie, # The recipe's symbol. Used in script calls to specify the individual recipe.
# * :experience => 10, # The experience granted by the recipe.
# * :level_req => 1, # The required skill level to be able to craft the recipe.
#:icon => 559, # The icon associated with the recipe.
#:image => nil, # The image associated with the recipe. 72x72, located in the "Graphics" folder. Set to nil if not using.
#:color => 2, # The text color of the recipe name.
#tart_sound => "Hammer", # The SE played when starting to craft the recipe. Located in "Audio/SE" folder.
#:fail_sound => nil, # The SE played when recipe is unsuccessfully completed. Located in "Audio/SE" folder.
#:complete_sound => nil, # The SE played when recipe is successfully completed. Located in "Audio/SE" folder.
#:desc => ["Delicious Apple Pie.","HP Restoration item."] # The descriptive text displayed in the recipe information window. Each block of text is 1 line.
#}
# * Requires CSCA Professions to function.
#
# HOW TO SET UP THE INGREDIENTS/REQUIRED/PRODUCT/SCRAP ITEMS.
# Items are set up like this: [symbol, id, amount]
# where [symbol] is either :item, :weapon, :armor, or :gold.
# the [id] is the ID of the item/weapon/armor. Gold does not use an id, so leave it as 0. EXCEPTION: If using CSCA Currency System, set the id to the currency symbol when using :gold.
# the [amount] is how much of the specified object is required.
# the :ingredients support unlimited items, however :required, roduct, and crap only support 1 item each. The :required parameter is optional; set to nil if not using.
RECIPE[0] = {
:name => "Apple Pie",
:ingredients => [[:gold, :g, 5]],#, [:item, 2, 3]],
:required => [:gold, :g, 100],
roduct => [:gold, :g, 10],
crap => [:item, 5, 1],
:type => :cooking,
:discovered => false,
:time => 120,
uccess_rate => 100,
ymbol => :applepie,
:experience => 10,
:level_req => 1,
:icon => 559,
:image => nil,
:color => 2,
tart_sound => "Hammer",
:fail_sound => nil,
:complete_sound => nil,
:desc => ["Delicious Apple Pie.","HP Restoration item."]
}
RECIPE[1] = {
:name => "Cheese Mushroom",
:ingredients => [[:item, 21, 1], [:item, 20, 1]],
:required => nil,
roduct => [:item, 22, 1],
crap => [:item, 4, 1],
:type => :cooking,
:discovered => false,
:time => 160,
uccess_rate => 0,
ymbol => :cheesemush,
:experience => 5,
:level_req => 1,
:icon => 660,
:image => nil,
:color => 2,
tart_sound => "Hammer",
:fail_sound => nil,
:complete_sound => nil,
:desc => ["A cheese covered mushroom.","HP Restoration item."]
}
#==============================================================================
# ** End Setup
#==============================================================================
end
end
$imported = {} if $imported.nil?
$imported["CSCA-Crafting"] = true
#==============================================================================
# ** CSCA_CraftingRecipe
#------------------------------------------------------------------------------
# Handles recipe data and methods
#==============================================================================
class CSCA_CraftingRecipe
attr_accessor :discovered
attr_accessor :times_crafted
attr_reader :name
attr_reader ymbol
attr_reader :type
attr_reader :exp
attr_reader :level_req
attr_reader uccess_rate
attr_reader :time
attr_reader :icon
attr_reader :image
attr_reader :color
attr_reader tart_sound
attr_reader :fail_sound
attr_reader :complete_sound
attr_reader :desc
attr_reader :ingredients
attr_reader :required
attr_reader roduct
attr_reader crap
#--------------------------------------------------------------------------
# Object Initialization
#--------------------------------------------------------------------------
def initialize(recipe)
@times_crafted = 0
@name = recipe[:name]
@symbol = recipe[ymbol]
@type = recipe[:type]
@discovered = recipe[:discovered]
@exp = recipe[:experience]
@level_req = recipe[:level_req]
@success_rate = (recipe[uccess_rate].to_f/100.0)
@time = recipe[:time]
@icon = recipe[:icon]
@image = recipe[:image]
@color = recipe[:color]
@start_sound = get_sound(recipe[tart_sound])
@fail_sound = get_sound(recipe[:fail_sound])
@complete_sound = get_sound(recipe[:complete_sound])
@desc = recipe[:desc]
setup_ingredients(recipe)
setup_required_items(recipe)
setup_product(recipe)
setup_scrap(recipe)
end
#--------------------------------------------------------------------------
# Setup ingredients
#--------------------------------------------------------------------------
def setup_ingredients(recipe)
@ingredients = []
recipe[:ingredients].each do |ingredient|
@ingredients.push(CSCA_Item.new(ingredient[2], ingredient[1], ingredient[0]))
end
end
#--------------------------------------------------------------------------
# Setup Required Item
#--------------------------------------------------------------------------
def setup_required_items(recipe)
if recipe[:required].nil?
@required = nil
return
end
@required = CSCA_Item.new(recipe[:required][2], recipe[:required][1], recipe[:required][0])
end
#--------------------------------------------------------------------------
# Setup Scrap Item
#--------------------------------------------------------------------------
def setup_scrap(recipe)
if recipe[crap].nil?
@scrap = nil
return
end
@scrap = CSCA_Item.new(recipe[crap][2], recipe[crap][1], recipe[crap][0])
end
#--------------------------------------------------------------------------
# Setup Product
#--------------------------------------------------------------------------
def setup_product(recipe)
@product = CSCA_Item.new(recipe[roduct][2], recipe[roduct][1], recipe[roduct][0])
end
#--------------------------------------------------------------------------
# Setup sound files
#--------------------------------------------------------------------------
def get_sound(filename)
return nil if filename.nil?
return "Audio/SE/" + filename
end
#--------------------------------------------------------------------------
# Check if crafting recipe uses special "required" items
#--------------------------------------------------------------------------
def has_required_items?
!@required.nil?
end
#--------------------------------------------------------------------------
# Check if crafting recipe awards a scrap item upon crafting failure
#--------------------------------------------------------------------------
def has_scrap_item?
!@scrap.nil?
end
end
#==============================================================================
# ** RPG::Item
#------------------------------------------------------------------------------
# Checks for recipe note tag.
#==============================================================================
class RPG::Item < RPG::UsableItem
#--------------------------------------------------------------------------
# Item is recipe?
#--------------------------------------------------------------------------
def csca_recipe?
@note =~ /<csca_recipe: (.*)>/i
end
#--------------------------------------------------------------------------
# Get recipe from note tag
#--------------------------------------------------------------------------
def csca_get_recipe
@note =~ /<csca_recipe: (.*)>/i ? $1.to_sym : ""
end
end
#==============================================================================
# ** RPG::EquipItem
#------------------------------------------------------------------------------
# Tags for equips that effect recipes.
#==============================================================================
class RPG::EquipItem < RPG::BaseItem
#--------------------------------------------------------------------------
# Crafting level modification
#--------------------------------------------------------------------------
def csca_craft_lvmod
@note =~ /<csca_craft_lvl: (.*)>/i ? $1.to_i : 0
end
#--------------------------------------------------------------------------
# Crafting time modification
#--------------------------------------------------------------------------
def csca_craft_successmod
@note =~ /<csca_craft_perc: (.*)>/i ? ($1.to_f/100.0) : 0
end
end
#==============================================================================
# ** Game_Interpreter
#------------------------------------------------------------------------------
# Addition of commands related to managing recipes.
#==============================================================================
class Game_Interpreter
#--------------------------------------------------------------------------
# Change Recipe Discovered status
#--------------------------------------------------------------------------
def discover_recipe(recipe, discovered = true)
$csca.change_recipe_discovery(recipe, discovered)
end
#--------------------------------------------------------------------------
# Change Recipe Times Crafted
#--------------------------------------------------------------------------
def recipe_times_crafted(recipe, amount = 1)
$csca.change_recipe_times_crafted(recipe, amount)
end
end
#==============================================================================
# ** CSCA_Core
#------------------------------------------------------------------------------
# Added recipe handling.
#==============================================================================
class CSCA_Core
attr_reader :recipes
attr_reader :recipe_types
#--------------------------------------------------------------------------
# Alias Method; Object Initialization
#--------------------------------------------------------------------------
alias :csca_crafting_initialize :initialize
def initialize
csca_crafting_initialize
initialize_recipes
end
#--------------------------------------------------------------------------
# Initialize Recipes
#--------------------------------------------------------------------------
def initialize_recipes
@recipes = []
@recipe_types = {:all => [0,0]}
CSCA::CRAFT::RECIPE.each do |recipe|
@recipes.push(CSCA_CraftingRecipe.new(recipe))
next if @recipe_types.has_key?(recipe[:type])
@recipe_types[recipe[:type]] = [0, 0]
end
@recipe_types.each_key do |key|
set_recipe_totals(key, 0)
set_recipe_totals(key, 1)
end
end
#--------------------------------------------------------------------------
# Set Recipe Total (by type)
#--------------------------------------------------------------------------
def set_recipe_totals(type, index)
return if @recipe_types[type].nil?
rt = @recipe_types[type]
rt[index] = 0
@recipes.each do |recipe|
rt[index] += 1 if (recipe.type == type || type == :all) && (recipe.discovered || index == 0)
end
end
#--------------------------------------------------------------------------
# Get recipe
#--------------------------------------------------------------------------
def get_recipe(symbol)
@recipes.each do |recipe|
return recipe if recipe.symbol == symbol
end
end
#--------------------------------------------------------------------------
# Change Recipe Discovered status
#--------------------------------------------------------------------------
def change_recipe_discovery(sym, discovered = true)
recipe = get_recipe(sym)
recipe.discovered = discovered
$csca.reserve_toast([:recipe_discovery, recipe]) if $imported["CSCA-ToastManager"] && CSCA::CRAFT::SHOW_TOASTS && discovered
set_recipe_totals(recipe.type, 1)
set_recipe_totals(:all, 1)
end
#--------------------------------------------------------------------------
# Change Recipe Times Crafted
#--------------------------------------------------------------------------
def change_recipe_times_crafted(sym, amount = 1)
recipe = get_recipe(sym)
recipe.times_crafted += amount
end
#--------------------------------------------------------------------------
# Calculate recipes success rate after modifications
#--------------------------------------------------------------------------
def calculate_recipe_success_rate(recipe)
base = recipe.success_rate
$game_party.battle_members.each do |member|
member.equips.each do |equip|
next if equip.nil?
base += equip.csca_craft_successmod
end
end
base = 1 if base > 1
base = 0 if base < 0
return base
end
#--------------------------------------------------------------------------
# Calculate recipes success rate after modifications
#--------------------------------------------------------------------------
def calculate_recipe_level_req(recipe)
base = recipe.level_req
$game_party.battle_members.each do |member|
member.equips.each do |equip|
next if equip.nil?
base -= equip.csca_craft_lvmod
end
end
base = 1 if base < 1
return base
end
end
#==============================================================================
# ** Scene_ItemBase
#------------------------------------------------------------------------------
# Special handling for recipe item.
#Aliases: use_item
#==============================================================================
class Scene_ItemBase < Scene_MenuBase
#--------------------------------------------------------------------------
# Alias Method; Use Item
#--------------------------------------------------------------------------
alias :csca_crafting_use_item :use_item
def use_item
csca_crafting_use_item
check_recipe if item.is_a?(RPG::Item)
end
#--------------------------------------------------------------------------
# Check if item is a recipe
#--------------------------------------------------------------------------
def check_recipe
if item.csca_recipe?
$csca.change_recipe_discovery(item.csca_get_recipe)
end
end
end
#==============================================================================
# ** CSCA_Window_Toast
#------------------------------------------------------------------------------
# Show toasts for recipe discovery.
#==============================================================================
class CSCA_Window_Toast < Window_Base
#--------------------------------------------------------------------------
# Alias method; refresh
#--------------------------------------------------------------------------
alias :csca_craft_refresh :refresh
def refresh(params)
csca_craft_refresh(params)
if params[0] == :recipe_discovery
draw_text(0, 0, contents.width, line_height, sprintf("New %s discovered!", CSCA::CRAFT::RECIPE_TEXT), 1)
ix = (contents.width/2) - (text_size(params[1].name).width/2) - 16
draw_icon(params[1].icon, ix, line_height)
draw_text(12, line_height, contents.width, line_height, params[1].name, 1)
end
if params[0] == :recipe_crafted
recipe = params[1]
result = params[2]
s1 = result == uccess ? CSCA::CRAFT::SUCCESS_TEXT : CSCA::CRAFT:AIL_TEXT
draw_text(0, 0, contents.width, line_height, s1, 1)
if recipe.scrap.nil? && result == :failure
draw_text(0, line_height, contents.width, line_height, CSCA::CRAFT:AIL_TEXT2, 1)
else
s2 = "Gained: "
if result == uccess
s3 = recipe.product.type == :gold ? "" : "x"
s3 += recipe.product.amount.to_s + " "
currency = $game_party.get_csca_cs_currency(recipe.product.id) if $imported["CSCA-CurrencySystem"] && recipe.product.type == :gold
item = case recipe.product.type
when :gold; $imported["CSCA-CurrencySystem"] ? currency[:name] : Vocab::currency_unit
when :item; $data_items[recipe.product.id]
when :armor; $data_armors[recipe.product.id]
when :weapon; $data_weapons[recipe.product.id]
end
else
s3 = recipe.scrap.type == :gold ? "" : "x"
s3 += recipe.scrap.amount.to_s + " "
currency = $game_party.get_csca_cs_currency(recipe.scrap.id) if $imported["CSCA-CurrencySystem"] && recipe.scrap.type == :gold
item = case recipe.scrap.type
when :gold; $imported["CSCA-CurrencySystem"] ? currency[:name] : Vocab::currency_unit
when :item; $data_items[recipe.scrap.id]
when :armor; $data_armors[recipe.scrap.id]
when :weapon; $data_weapons[recipe.scrap.id]
end
end
x = text_size(s2).width
x2 = text_size(s3).width
draw_text(0, line_height, contents.width, line_height, s2)
if (result == uccess && recipe.product.type == :gold) || (result == :failure && recipe.scrap.type == :gold) && $imported["CSCA-CurrencySystem"]
change_color(currency[:color])
draw_icon(currency[:icon], x, line_height)
draw_text(x + 24, line_height, contents.width-x-24, line_height, s3)
change_color(system_color)
draw_text(x + 24 + x2, line_height, contents.width-x-24-x2, line_height, item)
else
draw_text(x, line_height, contents.width-x, line_height, s3)
draw_icon(item.icon_index, x+x2, line_height)
change_color(text_color(recipe.color))
draw_text(x + 24 + x2, line_height, contents.width - x - 24 - x2, line_height, item.name)
end
end
change_color(normal_color)
end
end
end
#==============================================================================
# ** CSCA_Scene_Crafting
#------------------------------------------------------------------------------
# Handles the crafting scene. Changes based on profession needs.
#==============================================================================
class CSCA_Scene_Crafting < Scene_MenuBase
#--------------------------------------------------------------------------
# Prepare scene
#--------------------------------------------------------------------------
def prepare(profession)
@profession = profession
end
#--------------------------------------------------------------------------
# Start Processing
#--------------------------------------------------------------------------
def start
super
if @profession.nil?
SceneManager.goto(Scene_Map)
$csca.report_error("Scene not prepared.", "CSCA Crafting", "Use SceneManager.scene.prepare(profession_symbol_here)\nimmediately after calling the scene..")
end
create_head_window
create_recipestext_window
create_select_window
create_info_window
create_progress_window
end
#--------------------------------------------------------------------------
# Terminate
#--------------------------------------------------------------------------
def terminate
super
@profession = nil
end
#--------------------------------------------------------------------------
# Create Header Window
#--------------------------------------------------------------------------
def create_head_window
@head_window = CSCA_Window_Header.new(0,0,CSCA::CRAFT::SCENE_NAMES[@profession])
end
#--------------------------------------------------------------------------
# Create "Recipes" Text Window
#--------------------------------------------------------------------------
def create_recipestext_window
@rt_window = CSCA_Window_Header.new(0,@head_window.height,Graphics.width/3,"Recipes")
end
#--------------------------------------------------------------------------
# Create Select Window
#--------------------------------------------------------------------------
def create_select_window
@select_window = CSCA_Window_CraftingSelect.new(0,@head_window.height*2,Graphics.width/3,Graphics.height-(@head_window.height*2),@profession)
@select_window.set_handler(:cancel, method(:return_scene))
@select_window.set_handler(:ok, method(:craft_recipe))
@select_window.activate
end
#--------------------------------------------------------------------------
# Create Info Window
#--------------------------------------------------------------------------
def create_info_window
@info_window = CSCA_Window_CraftingInfo.new(@select_window.width,@head_window.height,Graphics.width-@select_window.width,Graphics.height-@head_window.height*2)
@select_window.help_window = @info_window
end
#--------------------------------------------------------------------------
# Create Progress Window
#--------------------------------------------------------------------------
def create_progress_window
@progress_window = CSCA_Window_CraftingProgress.new(@select_window.width,@head_window.height+@info_window.height,Graphics.width-@select_window.width,@head_window.height)
end
#--------------------------------------------------------------------------
# Return Scene
#--------------------------------------------------------------------------
def return_scene
if @progress_window.crafting
Sound.play_buzzer
@select_window.activate
return
end
super
end
#--------------------------------------------------------------------------
# Craft Recipe
#--------------------------------------------------------------------------
def craft_recipe
if @progress_window.crafting
Sound.play_buzzer
@select_window.activate
return
end
@progress_window.set_item(@select_window.item)
@progress_window.lose_ingredients
@select_window.refresh
@select_window.activate
end
end
#==============================================================================
# ** CSCA_Window_CraftingSelect
#------------------------------------------------------------------------------
# Selection window for the crafting scene.
#==============================================================================
class CSCA_Window_CraftingSelect < Window_Selectable
#--------------------------------------------------------------------------
# Object Initialization
#--------------------------------------------------------------------------
def initialize(x, y, w, h, p)
super(x, y, w, h)
@data = []
@profession = p
refresh
select(0)
end
#--------------------------------------------------------------------------
# Get Item Max
#--------------------------------------------------------------------------
def item_max
@data ? @data.size : 1
end
#--------------------------------------------------------------------------
# Get Item
#--------------------------------------------------------------------------
def item
@data && index >= 0 ? @data[index] : nil
end
#--------------------------------------------------------------------------
# Populate item list
#--------------------------------------------------------------------------
def make_item_list
@data = $csca.recipes.select {|item| include?(item)}
end
#--------------------------------------------------------------------------
# Get Activation State of Selection Item
#--------------------------------------------------------------------------
def current_item_enabled?
enable?(@data[index])
end
#--------------------------------------------------------------------------
# Display in Enabled State?
#--------------------------------------------------------------------------
def enable?(recipe)
return false if recipe.nil?
recipe.ingredients.each do |item|
return false unless has_item(item)
end
unless recipe.required.nil?
return false unless has_item(recipe.required)
end
if $imported["CSCA-Professions"]
return false if $csca.calculate_recipe_level_req(recipe) > $csca.get_profession(recipe.type).level
end
return true
end
#--------------------------------------------------------------------------
# Party has required items?
#--------------------------------------------------------------------------
def has_item(item)
return case item.type
when :gold; $game_party.gold >= item.amount
when :armor; $game_party.item_number($data_armors[item.id]) >= item.amount
when :weapon; $game_party.item_number($data_weapons[item.id]) >= item.amount
when :item; $game_party.item_number($data_items[item.id]) >= item.amount
end
end
#--------------------------------------------------------------------------
# Show item in list?
#--------------------------------------------------------------------------
def include?(item)
return true if @profession == :all && item.discovered
return item.type == @profession && item.discovered
end
#--------------------------------------------------------------------------
# Draw Items
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
if item
rect = item_rect(index)
x = rect.x
if CSCA::CRAFT::USE_ICONS
draw_icon(item.icon, x, rect.y)
x += 24
end
change_color(normal_color, enable?(item))
draw_text(x, rect.y, contents.width-x, line_height, item.name)
change_color(normal_color)
end
end
#--------------------------------------------------------------------------
# Refresh
#--------------------------------------------------------------------------
def refresh
make_item_list
create_contents
draw_all_items
end
#--------------------------------------------------------------------------
# Update Help Window
#--------------------------------------------------------------------------
def update_help
@help_window.set_item(item) if @help_window
end
end
#==============================================================================
# ** CSCA_Window_CraftingInfo
#------------------------------------------------------------------------------
# Displays information for selected recipe.
#==============================================================================
class CSCA_Window_CraftingInfo < Window_Base
#--------------------------------------------------------------------------
# Object Initialization
#--------------------------------------------------------------------------
def initialize(x, y, w, h)
super(x, y, w, h)
end
#--------------------------------------------------------------------------
# Set recipe
#--------------------------------------------------------------------------
def set_item(recipe)
return if recipe.nil?
contents.clear
contents.font.size = 24
@recipe = recipe
draw_recipe_information
end
#--------------------------------------------------------------------------
# Order to draw recipe information
#--------------------------------------------------------------------------
def draw_recipe_information
draw_recipe_image
draw_recipe_name
oy = line_height
@y_add = 0
contents.font.size = 20
draw_product(oy)
draw_success_rate(oy*2) if CSCA::CRAFT::SHOW_SUCCESS_RATE
if $imported["CSCA-Professions"]
draw_exp_gain(oy*3)
draw_level_requirement(oy*4)
@y_add += line_height*2
end
draw_times_crafted(oy*3 + @y_add)
unless @recipe.required.nil?
@y_add += line_height
draw_required_item(oy*3 + @y_add)
end
draw_ingredients(oy*4 + @y_add)
draw_recipe_desc(oy*4 + @y_add)
end
#--------------------------------------------------------------------------
# Draw icon/image
#--------------------------------------------------------------------------
def draw_recipe_image
if @recipe.image.nil?
icon_index = @recipe.icon
bitmap = Cache.system("Iconset")
rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
target = Rect.new(0,0,72,72)
contents.stretch_blt(target, bitmap, rect)
else
bitmap = Bitmap.new("Graphics/"+@recipe.image)
target = Rect.new(0,0,72,72)
contents.stretch_blt(target, bitmap, bitmap.rect, 255)
end
end
#--------------------------------------------------------------------------
# Draw name
#--------------------------------------------------------------------------
def draw_recipe_name
contents.font.bold = true
draw_text(72, 0, contents.width-72, line_height+8, @recipe.name, 1)
contents.font.bold = false
end
#--------------------------------------------------------------------------
# Draw product
#--------------------------------------------------------------------------
def draw_product(y)
s1 = "Produces: "
x = 72
produce = case @recipe.product.type
when :item; $data_items[@recipe.product.id]
when :weapon; $data_weapons[@recipe.product.id]
when :armor; $data_armors[@recipe.product.id]
when :gold; $imported["CSCA-CurrencySystem"] ? $game_party.get_csca_cs_currency(@recipe.product.id)[:currency_unit] : Vocab::currency_unit
end
change_color(system_color)
draw_text(x, y, contents.width-x, line_height, s1)
change_color(normal_color)
x += text_size(s1).width
unless @recipe.product.type == :gold
draw_icon(produce.icon_index, x, y)
x += 24
end
if @recipe.product.type == :gold
change_color($game_party.get_csca_cs_currency(@recipe.product.id)[:color]) if $imported["CSCA-CurrencySystem"]
draw_text(x, y, contents.width-x, line_height, sprintf("%d%s", @recipe.product.amount, produce))
else
draw_text(x, y, contents.width-x, line_height, sprintf("%dx %s", @recipe.product.amount, produce.name))
end
change_color(normal_color)
end
#--------------------------------------------------------------------------
# Draw success rate
#--------------------------------------------------------------------------
def draw_success_rate(y)
s1 = "Success Rate: "
x = 72
change_color(system_color)
draw_text(x, y, contents.width-x, line_height, s1)
change_color(normal_color)
x += text_size(s1).width
draw_text(x, y, contents.width-x, line_height, ($csca.calculate_recipe_success_rate(@recipe)*100).to_i.to_s + "%")
end
#--------------------------------------------------------------------------
# Draw exp gain
#--------------------------------------------------------------------------
def draw_exp_gain(y)
s1 = "Experience Gain: "
x = 0
exp = $csca.split_number(@recipe.exp)
change_color(system_color)
draw_text(x, y, contents.width-x, line_height, s1)
change_color(normal_color)
x += text_size(s1).width
if exp[0] >= 1
draw_text(x, y, contents.width-x, line_height, sprintf("%d,%03d,%03d", exp[0], exp[1], exp[2]))
elsif exp[0] == 0 && exp[1] >= 1
draw_text(x, y, contents.width-x, line_height, sprintf("%d,%03d", exp[1], exp[2]))
else
draw_text(x, y, contents.width-x, line_height, sprintf("%d", exp[2]))
end
end
#--------------------------------------------------------------------------
# Draw level requirement
#--------------------------------------------------------------------------
def draw_level_requirement(y)
s1 = "Level Req: "
x = 0
change_color(system_color)
draw_text(x, y, contents.width-x, line_height, s1)
change_color(normal_color)
x += text_size(s1).width
profession_name = $csca.get_profession(@recipe.type).name
draw_text(x, y, contents.width-x, line_height, sprintf("%s lv. %d", profession_name, $csca.calculate_recipe_level_req(@recipe)))
end
#--------------------------------------------------------------------------
# Draw times crafted
#--------------------------------------------------------------------------
def draw_times_crafted(y)
s1 = "Times Crafted: "
x = 0
change_color(system_color)
draw_text(x, y, contents.width-x, line_height, s1)
change_color(normal_color)
x += text_size(s1).width
draw_text(x, y, contents.width-x, line_height, @recipe.times_crafted.to_s)
end
#--------------------------------------------------------------------------
# Draw required item
#--------------------------------------------------------------------------
def draw_required_item(y)
s1 = "Required Item: "
x = 0
item = case @recipe.required.type
when :item; $data_items[@recipe.required.id]
when :weapon; $data_weapons[@recipe.required.id]
when :armor; $data_armors[@recipe.required.id]
when :gold; $imported["CSCA-CurrencySystem"] ? $game_party.get_csca_cs_currency(@recipe.required.id)[:currency_unit] : Vocab::currency_unit
end
change_color(system_color)
draw_text(x, y, contents.width-x, line_height, s1)
change_color(normal_color)
x += text_size(s1).width
unless @recipe.required.type == :gold
draw_icon(item.icon_index, x, y)
x += 24
end
if @recipe.required.type == :gold
change_color($game_party.get_csca_cs_currency(@recipe.required.id)[:color]) if $imported["CSCA-CurrencySystem"]
draw_text(x, y, contents.width-x, line_height, sprintf("%d%s", @recipe.required.amount, item))
else
draw_text(x, y, contents.width-x, line_height, sprintf("%dx %s", @recipe.required.amount, item.name))
end
change_color(normal_color)
end
#--------------------------------------------------------------------------
# Draw ingredients
#--------------------------------------------------------------------------
def draw_ingredients(y)
s1 = "Ingredients: "
x = 0
ny = 0
change_color(system_color)
draw_text(x, y, contents.width-x, line_height, s1)
change_color(normal_color)
x += text_size(s1).width
@recipe.ingredients.each do |ingredient|
@y_add += line_height
item = case ingredient.type
when :item; $data_items[ingredient.id]
when :weapon; $data_weapons[ingredient.id]
when :armor; $data_armors[ingredient.id]
when :gold; $imported["CSCA-CurrencySystem"] ? $game_party.get_csca_cs_currency(ingredient.id)[:currency_unit] : Vocab::currency_unit
end
if ingredient.type == :gold
change_color($game_party.get_csca_cs_currency(ingredient.id)[:color]) if $imported["CSCA-CurrencySystem"]
draw_text(x, y + ny, contents.width-x, line_height, sprintf("%d%s", ingredient.amount, item))
change_color(normal_color)
else
draw_icon(item.icon_index, x, y + ny)
x += 24
draw_text(x, y + ny, contents.width-x, line_height, sprintf("%dx %s", ingredient.amount, item.name))
end
ny += line_height
x -= 24
end
end
#--------------------------------------------------------------------------
# Draw recipe description
#--------------------------------------------------------------------------
def draw_recipe_desc(y)
s1 = "Description: "
x = 0
ny = 0
change_color(system_color)
draw_text(x, y, contents.width-x, line_height, s1)
change_color(normal_color)
x += text_size(s1).width
@recipe.desc.each do |line|
@y_add += line_height
draw_text(x, y + ny, contents.width-x, line_height, line)
ny += line_height
x = 0
end
end
end
#==============================================================================
# ** CSCA_Window_CraftingProgress
#------------------------------------------------------------------------------
# Displays the progress bar of creating an item.
#==============================================================================
class CSCA_Window_CraftingProgress < Window_Base
attr_reader :crafting
#--------------------------------------------------------------------------
# Object Initialization
#--------------------------------------------------------------------------
def initialize(x, y, w, h)
super(x, y, w, h)
set_variables
refresh
end
#--------------------------------------------------------------------------
# Used for resetting variables after crafting
#--------------------------------------------------------------------------
def set_variables
@frames = @success_rate = @fail_time = 0
@total_frames = 1
@crafting = false
@recipe = @result = @fail_sound = @item = nil
end
#--------------------------------------------------------------------------
# Refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
s1 = "Progress: "
x = text_size(s1).width
c1 = text_color(CSCA::CRAFT::COLOR1)
c2 = text_color(CSCA::CRAFT::COLOR2)
change_color(system_color)
draw_text(0, 0, contents.width, line_height, s1)
change_color(normal_color)
draw_gauge(x+25, -5, contents.width-x-50, @frames.to_f/@total_frames, c1, c2)
draw_percentage
end
#--------------------------------------------------------------------------
# Frame Update
#--------------------------------------------------------------------------
def update
super
return unless @crafting
@frames += 1
refresh
if crafting_complete?
@crafting = false
end_craft
end
end
#--------------------------------------------------------------------------
# Check for Craft Completion
#--------------------------------------------------------------------------
def crafting_complete?
return (@result == :failure && @fail_time <= @frames) || (@result == uccess && @frames >= @total_frames)
end
#--------------------------------------------------------------------------
# End Craft
#--------------------------------------------------------------------------
def end_craft
Audio.se_stop
sound = @result == uccess ? @recipe.complete_sound : @recipe.fail_sound
Audio.se_play(sound) unless sound.nil?
$csca.reserve_toast([:recipe_crafted, @recipe, @result]) if $imported["CSCA-ToastManager"] && CSCA::CRAFT::SHOW_TOASTS
@recipe.times_crafted += 1 if @result == uccess
unless @item.nil?
item = get_item(@item)
if not_gold?(item)
$game_party.gain_item(item, @item.amount)
else
$imported["CSCA-CurrencySystem"] ? $game_party.gain_currency($game_party.get_csca_cs_currency(@item.id), @item.amount) : $game_party.gain_gold(@item.amount)
end
end
if $imported["CSCA-Professions"]
$csca.change_profession_exp(@recipe.type, @recipe.exp) if @result == uccess || CSCA::CRAFT::GAIN_EXP_IF_FAIL
end
set_variables
refresh
end
#--------------------------------------------------------------------------
# Start Crafting
#--------------------------------------------------------------------------
def set_item(recipe)
@total_frames = recipe.time
@success_rate = $csca.calculate_recipe_success_rate(recipe)
@recipe = recipe
calculate_result
Audio.se_play(recipe.start_sound)
@crafting = true
end
#--------------------------------------------------------------------------
# Draw Gauge Percentage
#--------------------------------------------------------------------------
def draw_percentage
x = text_size("Progress: ").width
draw_text(((contents.width-25)/2)+(x/2), 0, contents.width, line_height, sprintf("%1.2f%%", (@frames.to_f/@total_frames)*100))
end
#--------------------------------------------------------------------------
# Calculate Result
#--------------------------------------------------------------------------
def calculate_result
odds = rand(0)
if @success_rate > odds
@item = @recipe.product
@result = uccess
else
@item = @recipe.scrap
@result = :failure
@fail_time = rand(@total_frames/2).to_i
@fail_time += (@total_frames/2).to_i
end
end
#--------------------------------------------------------------------------
# Lose ingredients
#--------------------------------------------------------------------------
def lose_ingredients
@recipe.ingredients.each do |ingredient|
item = get_item(ingredient)
if not_gold?(item)
$game_party.lose_item(item, ingredient.amount)
else
$imported["CSCA-CurrencySystem"] ? $game_party.lose_currency($game_party.get_csca_cs_currency(ingredient.id), ingredient.amount) : $game_party.lose_gold(ingredient.amount)
end
end
end
#--------------------------------------------------------------------------
# Determine if item is gold or not.
#--------------------------------------------------------------------------
def not_gold?(item)
item.is_a?(RPG::Item) || item.is_a?(RPG::Weapon) || item.is_a?(RPG::Armor)
end
#--------------------------------------------------------------------------
# Determine Item gained.
#--------------------------------------------------------------------------
def get_item(item)
return case item.type
when :item; $data_items[item.id]
when :weapon; $data_weapons[item.id]
when :armor; $data_armors[item.id]
else; nil
end
end
end
if $imported["CSCA-Professions"]
#==============================================================================
# ** CSCA_Professions
#------------------------------------------------------------------------------
# Adds recipe type data
#Aliases: initialize
#==============================================================================
class CSCA_Professions
attr_reader :recipe_type
attr_reader how_recipes
#--------------------------------------------------------------------------
# Alias Method; Object Initialization
#--------------------------------------------------------------------------
alias :craft_init :initialize
def initialize(profession)
craft_init(profession)
@recipe_type = profession[:recipe_type]
@show_recipes = profession[how_recipes]
end
end
#==============================================================================
# ** CSCA_Window_ProfessionInfo
#------------------------------------------------------------------------------
# Adds recipe known amount to profession window.
#Aliases: draw_profession_information
#==============================================================================
class CSCA_Window_ProfessionInfo < Window_Base
#--------------------------------------------------------------------------
# Alias Method; Draw profession information
#--------------------------------------------------------------------------
alias :craft_draw_profession_information :draw_profession_information
def draw_profession_information
craft_draw_profession_information
draw_profession_recipes(line_height*5-8) if @profession.show_recipes
end
#--------------------------------------------------------------------------
# Draw Recipes Discovered Amount
#--------------------------------------------------------------------------
def draw_profession_recipes(y)
s1 = "Recipes Discovered: "
x = text_size(s1).width
change_color(system_color)
draw_text(0, y, contents.width, line_height, s1)
change_color(normal_color)
draw_text(x, y, contents.width-x, line_height, sprintf("%d/%d", $csca.recipe_types[@profession.recipe_type][1], $csca.recipe_types[@profession.recipe_type][0]))
end
end
end # $imported["CSCA-Professions"]
|
Crosac002 |
stephane59 -
posté le 11/06/2014 à 23:35:58 (49 messages postés)
| | Oui car des script avec des têtes c'est impossible
|
crosac002 -
posté le 11/06/2014 à 23:53:01 (9 messages postés)
| |
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
| =begin
CSCA Crafting
version: 1.0.4 (Released: May 17, 2013)
Created by: Casper Gaming (http://www.caspergaming.com/)
================================================================================
Compatibility:
Made for RPGVXAce
IMPORTANT: ALL CSCA Scripts should be compatible with each other unless
otherwise noted.
Requires CSCA Core Script v1.0.6+
LINK: http://www.rpgmakervxace.net/topic/6879-csca-core-script/
Does not require, but for all features/best results use with CSCA Professions.
LINK: http://www.rpgmakervxace.net/topic/14734-csca-professions/
For toast messages, get the CSCA Toast Manager v1.1.0+
LINK: http://www.rpgmakervxace.net/topic/13960-csca-toast-manager/
================================================================================
FFEATURES
Creates a crafting system in your game. Can differentiate between recipes, such
as a separate scene for cooking recipes and blacksmithing recipes. Includes some
equips to alter recipe data as well.
================================================================================
UPDATES
version 1.0.1
- Bug fix: ingredients should now display properly.
version 1.0.2
- Bug Fix: Required Items/Products can now be weapons, armors, and gold too.
version 1.0.3
- Bug Fix: Errors dealing with required items should now be fixed. (finally)
- CSCA Currency System colors now show in the crafting info window.
version 1.0.4
- Bug Fix: All errors dealing with gold and CSCA Currency System should now be fixed.
================================================================================
SETUP
Set up required. Instructions below.
================================================================================
CREDIT:
Free to use in noncommercial games if credit is given to:
Casper Gaming (http://www.caspergaming.com/)
To use in a commercial game, please purchase a license here:
http://www.caspergaming.com/licenses.html
================================================================================
TERMS:
http://www.caspergaming.com/terms_of_use.html
================================================================================
=end
module CSCA
module CRAFT
RECIPE = []
#==============================================================================
# ** Important Script Calls
#==============================================================================
# All script calls use the recipe's :symbol to reference a [recipe].
#------------------------------------------------------------------------------
# discover_recipe(recipe[, discovered])
# Changes the discovery of the [recipe]. the [discovered] parameter is optional
# and only required if setting the discovery status to false.
#
# recipe_times_crafted(recipe[, amount])
# Allows you to manually change the times crafted for the [recipe] specified. The
# [amount] is an optional parameter, that will increase the [recipe]'s times crafted
# value by [amount]. If [amount] is not specified, it is assmumed to be 1.
#==============================================================================
# ** Setting up Note Tags
#==============================================================================
# The following note tags go in the 'Item' note box.
#------------------------------------------------------------------------------
# <csca_recipe: RECIPE_SYMBOL_HERE>
#
# Creates an item that, when used, will set the discovery status of the recipe
# specified to true. DO NOT include the colon (':') in the parameter.
#------------------------------------------------------------------------------
# The following note tags go in the 'Weapon' or 'Armor' note box.
#------------------------------------------------------------------------------
# <csca_craft_lvl: x>
#
# Reduces the level requirement for all recipe's by [x] amount. Requires
# CSCA Professions to function.
#
# <csca_craft_perc: x>
#
# Increases the success rate of all recipe's by [x] amount.
#==============================================================================
# ** Calling the Crafting Scene
#==============================================================================
# You must call the recipe scene, as well as prepare it for a certain recipe type
# or all recipe types. To do so, make the following script call:
#
# SceneManager.call(CSCA_Scene_Crafting)
# SceneManager.scene.prepare(SCENE_NAME_SYMBOL_HERE)
#
# Where the preparation parameter will be a symbol, such as :all or :cooking,
# specified in the SCENE_NAMES hash below.
#==============================================================================
# ** Advanced things you can do
#==============================================================================
# To set a variable to the recipe's discovered/total, use this script call inside a
# "control variables" event command:
#
# $csca.recipe_types[key][index]
#
# where the [key] parameter is a recipe type, such as :cooking . This will tell
# the variable to only include recipe's of that type in the calculations. If you
# need to set the variable to the total recipes or recipe's discovered, you can
# use the key :all
#
# The [index] parameter can be either 0 or 1. When 0, it will set the variable
# to the total amount of recipe's of the specified type. When 1, it will set the
# variable to the amount of recipe's discovered of the specified type.
#==============================================================================
# ** Begin Setup
#==============================================================================
SHOW_TOASTS = true # Display toast messages?
RECIPE_TEXT = "Recipe" # Text to call recipes by
USE_ICONS = true # Show icons next to recipe name?
COLOR1 = 20 # Progress Gauge color 1
COLOR2 = 21 # Progress Gauge color 2
SHOW_SUCCESS_RATE = true # Show the success chance in crafting window?
SUCCESS_TEXT = "Crafting Success!" # Toast text upon successful craft
FAIL_TEXT = "Crafting Failed!" # Toast text upon failed craft
FAIL_TEXT2 = "No item was crafted."# Toast text upon failed craft (line 2)
GAIN_EXP_IF_FAIL = false # Still gain EXP if crafting is unsuccessful?
# The SCENE_NAMES hash controls a few parts of the script. When calling a
# crafting scene, you also need to specify a scene name (Script call to do so
# explained above). This determines which recipe type to include in the scene,
# such as all recipes with the 'type' of :cooking. In case you want the crafting
# scene to include all recipes, use the :all symbol. The text value belonging
# to each key will be the text shown in the header window.
#
#SCENE_NAMES = {
#:all => "Crafting", # :all is a special key used to specify all recipes.
#:cooking => "Cooking" # Tells the scene to only use :cooking recipes.
#}
SCENE_NAMES = {
:all => "Crafting",
:cooking => "Cooking"
}
#RECIPE[x] = { # the value inside the brackets should start at 0 and ascend in order.
#:name => "Apple Pie", # The name of the recipe.
#:ingredients => [[:item, 1, 5], [:item, 2, 3]], # The consumed ingredients for the recipe. Explained more below.
#:required => [:item, 3, 1], # The required item for the recipe. Explained more below.
#:product => [:item, 4, 1], # The item the recipe produces if successful. Explained more below.
#:scrap => [:item, 5, 1], # The item the recipe produces if unsuccessful. Explained more below.
#:type => :cooking, # The recipe type. All recipes of the same type will be shown in the crafting list determined by the SCENE_NAME specified.
#:discovered => false, # Determines if the player has unlocked the recipe or not. Undiscovered recipe's will not show in the recipe list.
#:time => 120, # The time, in frames (60f = 1sec) the recipe takes to create. Recommended to set above 2.
#:success_rate => 100, # The chance a recipe has at successfuully producing its :product rather than its :scrap . Range 0 - 100
#:symbol => :applepie, # The recipe's symbol. Used in script calls to specify the individual recipe.
# * :experience => 10, # The experience granted by the recipe.
# * :level_req => 1, # The required skill level to be able to craft the recipe.
#:icon => 559, # The icon associated with the recipe.
#:image => nil, # The image associated with the recipe. 72x72, located in the "Graphics" folder. Set to nil if not using.
#:color => 2, # The text color of the recipe name.
#:start_sound => "Hammer", # The SE played when starting to craft the recipe. Located in "Audio/SE" folder.
#:fail_sound => nil, # The SE played when recipe is unsuccessfully completed. Located in "Audio/SE" folder.
#:complete_sound => nil, # The SE played when recipe is successfully completed. Located in "Audio/SE" folder.
#:desc => ["Delicious Apple Pie.","HP Restoration item."] # The descriptive text displayed in the recipe information window. Each block of text is 1 line.
#}
# * Requires CSCA Professions to function.
#
# HOW TO SET UP THE INGREDIENTS/REQUIRED/PRODUCT/SCRAP ITEMS.
# Items are set up like this: [symbol, id, amount]
# where [symbol] is either :item, :weapon, :armor, or :gold.
# the [id] is the ID of the item/weapon/armor. Gold does not use an id, so leave it as 0. EXCEPTION: If using CSCA Currency System, set the id to the currency symbol when using :gold.
# the [amount] is how much of the specified object is required.
# the :ingredients support unlimited items, however :required, :product, and :scrap only support 1 item each. The :required parameter is optional; set to nil if not using.
RECIPE[0] = {
:name => "Apple Pie",
:ingredients => [[:gold, :g, 5]],#, [:item, 2, 3]],
:required => [:gold, :g, 100],
:product => [:gold, :g, 10],
:scrap => [:item, 5, 1],
:type => :cooking,
:discovered => false,
:time => 120,
:success_rate => 100,
:symbol => :applepie,
:experience => 10,
:level_req => 1,
:icon => 559,
:image => nil,
:color => 2,
:start_sound => "Hammer",
:fail_sound => nil,
:complete_sound => nil,
:desc => ["Delicious Apple Pie.","HP Restoration item."]
}
RECIPE[1] = {
:name => "Cheese Mushroom",
:ingredients => [[:item, 21, 1], [:item, 20, 1]],
:required => nil,
:product => [:item, 22, 1],
:scrap => [:item, 4, 1],
:type => :cooking,
:discovered => false,
:time => 160,
:success_rate => 0,
:symbol => :cheesemush,
:experience => 5,
:level_req => 1,
:icon => 660,
:image => nil,
:color => 2,
:start_sound => "Hammer",
:fail_sound => nil,
:complete_sound => nil,
:desc => ["A cheese covered mushroom.","HP Restoration item."]
}
#==============================================================================
# ** End Setup
#==============================================================================
end
end
$imported = {} if $imported.nil?
$imported["CSCA-Crafting"] = true
#==============================================================================
# ** CSCA_CraftingRecipe
#------------------------------------------------------------------------------
# Handles recipe data and methods
#==============================================================================
class CSCA_CraftingRecipe
attr_accessor :discovered
attr_accessor :times_crafted
attr_reader :name
attr_reader :symbol
attr_reader :type
attr_reader :exp
attr_reader :level_req
attr_reader :success_rate
attr_reader :time
attr_reader :icon
attr_reader :image
attr_reader :color
attr_reader :start_sound
attr_reader :fail_sound
attr_reader :complete_sound
attr_reader :desc
attr_reader :ingredients
attr_reader :required
attr_reader :product
attr_reader :scrap
#--------------------------------------------------------------------------
# Object Initialization
#--------------------------------------------------------------------------
def initialize(recipe)
@times_crafted = 0
@name = recipe[:name]
@symbol = recipe[:symbol]
@type = recipe[:type]
@discovered = recipe[:discovered]
@exp = recipe[:experience]
@level_req = recipe[:level_req]
@success_rate = (recipe[:success_rate].to_f/100.0)
@time = recipe[:time]
@icon = recipe[:icon]
@image = recipe[:image]
@color = recipe[:color]
@start_sound = get_sound(recipe[:start_sound])
@fail_sound = get_sound(recipe[:fail_sound])
@complete_sound = get_sound(recipe[:complete_sound])
@desc = recipe[:desc]
setup_ingredients(recipe)
setup_required_items(recipe)
setup_product(recipe)
setup_scrap(recipe)
end
#--------------------------------------------------------------------------
# Setup ingredients
#--------------------------------------------------------------------------
def setup_ingredients(recipe)
@ingredients = []
recipe[:ingredients].each do |ingredient|
@ingredients.push(CSCA_Item.new(ingredient[2], ingredient[1], ingredient[0]))
end
end
#--------------------------------------------------------------------------
# Setup Required Item
#--------------------------------------------------------------------------
def setup_required_items(recipe)
if recipe[:required].nil?
@required = nil
return
end
@required = CSCA_Item.new(recipe[:required][2], recipe[:required][1], recipe[:required][0])
end
#--------------------------------------------------------------------------
# Setup Scrap Item
#--------------------------------------------------------------------------
def setup_scrap(recipe)
if recipe[:scrap].nil?
@scrap = nil
return
end
@scrap = CSCA_Item.new(recipe[:scrap][2], recipe[:scrap][1], recipe[:scrap][0])
end
#--------------------------------------------------------------------------
# Setup Product
#--------------------------------------------------------------------------
def setup_product(recipe)
@product = CSCA_Item.new(recipe[:product][2], recipe[:product][1], recipe[:product][0])
end
#--------------------------------------------------------------------------
# Setup sound files
#--------------------------------------------------------------------------
def get_sound(filename)
return nil if filename.nil?
return "Audio/SE/" + filename
end
#--------------------------------------------------------------------------
# Check if crafting recipe uses special "required" items
#--------------------------------------------------------------------------
def has_required_items?
!@required.nil?
end
#--------------------------------------------------------------------------
# Check if crafting recipe awards a scrap item upon crafting failure
#--------------------------------------------------------------------------
def has_scrap_item?
!@scrap.nil?
end
end
#==============================================================================
# ** RPG::Item
#------------------------------------------------------------------------------
# Checks for recipe note tag.
#==============================================================================
class RPG::Item < RPG::UsableItem
#--------------------------------------------------------------------------
# Item is recipe?
#--------------------------------------------------------------------------
def csca_recipe?
@note =~ /<csca_recipe: (.*)>/i
end
#--------------------------------------------------------------------------
# Get recipe from note tag
#--------------------------------------------------------------------------
def csca_get_recipe
@note =~ /<csca_recipe: (.*)>/i ? $1.to_sym : ""
end
end
#==============================================================================
# ** RPG::EquipItem
#------------------------------------------------------------------------------
# Tags for equips that effect recipes.
#==============================================================================
class RPG::EquipItem < RPG::BaseItem
#--------------------------------------------------------------------------
# Crafting level modification
#--------------------------------------------------------------------------
def csca_craft_lvmod
@note =~ /<csca_craft_lvl: (.*)>/i ? $1.to_i : 0
end
#--------------------------------------------------------------------------
# Crafting time modification
#--------------------------------------------------------------------------
def csca_craft_successmod
@note =~ /<csca_craft_perc: (.*)>/i ? ($1.to_f/100.0) : 0
end
end
#==============================================================================
# ** Game_Interpreter
#------------------------------------------------------------------------------
# Addition of commands related to managing recipes.
#==============================================================================
class Game_Interpreter
#--------------------------------------------------------------------------
# Change Recipe Discovered status
#--------------------------------------------------------------------------
def discover_recipe(recipe, discovered = true)
$csca.change_recipe_discovery(recipe, discovered)
end
#--------------------------------------------------------------------------
# Change Recipe Times Crafted
#--------------------------------------------------------------------------
def recipe_times_crafted(recipe, amount = 1)
$csca.change_recipe_times_crafted(recipe, amount)
end
end
#==============================================================================
# ** CSCA_Core
#------------------------------------------------------------------------------
# Added recipe handling.
#==============================================================================
class CSCA_Core
attr_reader :recipes
attr_reader :recipe_types
#--------------------------------------------------------------------------
# Alias Method; Object Initialization
#--------------------------------------------------------------------------
alias :csca_crafting_initialize :initialize
def initialize
csca_crafting_initialize
initialize_recipes
end
#--------------------------------------------------------------------------
# Initialize Recipes
#--------------------------------------------------------------------------
def initialize_recipes
@recipes = []
@recipe_types = {:all => [0,0]}
CSCA::CRAFT::RECIPE.each do |recipe|
@recipes.push(CSCA_CraftingRecipe.new(recipe))
next if @recipe_types.has_key?(recipe[:type])
@recipe_types[recipe[:type]] = [0, 0]
end
@recipe_types.each_key do |key|
set_recipe_totals(key, 0)
set_recipe_totals(key, 1)
end
end
#--------------------------------------------------------------------------
# Set Recipe Total (by type)
#--------------------------------------------------------------------------
def set_recipe_totals(type, index)
return if @recipe_types[type].nil?
rt = @recipe_types[type]
rt[index] = 0
@recipes.each do |recipe|
rt[index] += 1 if (recipe.type == type || type == :all) && (recipe.discovered || index == 0)
end
end
#--------------------------------------------------------------------------
# Get recipe
#--------------------------------------------------------------------------
def get_recipe(symbol)
@recipes.each do |recipe|
return recipe if recipe.symbol == symbol
end
end
#--------------------------------------------------------------------------
# Change Recipe Discovered status
#--------------------------------------------------------------------------
def change_recipe_discovery(sym, discovered = true)
recipe = get_recipe(sym)
recipe.discovered = discovered
$csca.reserve_toast([:recipe_discovery, recipe]) if $imported["CSCA-ToastManager"] && CSCA::CRAFT::SHOW_TOASTS && discovered
set_recipe_totals(recipe.type, 1)
set_recipe_totals(:all, 1)
end
#--------------------------------------------------------------------------
# Change Recipe Times Crafted
#--------------------------------------------------------------------------
def change_recipe_times_crafted(sym, amount = 1)
recipe = get_recipe(sym)
recipe.times_crafted += amount
end
#--------------------------------------------------------------------------
# Calculate recipes success rate after modifications
#--------------------------------------------------------------------------
def calculate_recipe_success_rate(recipe)
base = recipe.success_rate
$game_party.battle_members.each do |member|
member.equips.each do |equip|
next if equip.nil?
base += equip.csca_craft_successmod
end
end
base = 1 if base > 1
base = 0 if base < 0
return base
end
#--------------------------------------------------------------------------
# Calculate recipes success rate after modifications
#--------------------------------------------------------------------------
def calculate_recipe_level_req(recipe)
base = recipe.level_req
$game_party.battle_members.each do |member|
member.equips.each do |equip|
next if equip.nil?
base -= equip.csca_craft_lvmod
end
end
base = 1 if base < 1
return base
end
end
#==============================================================================
# ** Scene_ItemBase
#------------------------------------------------------------------------------
# Special handling for recipe item.
#Aliases: use_item
#==============================================================================
class Scene_ItemBase < Scene_MenuBase
#--------------------------------------------------------------------------
# Alias Method; Use Item
#--------------------------------------------------------------------------
alias :csca_crafting_use_item :use_item
def use_item
csca_crafting_use_item
check_recipe if item.is_a?(RPG::Item)
end
#--------------------------------------------------------------------------
# Check if item is a recipe
#--------------------------------------------------------------------------
def check_recipe
if item.csca_recipe?
$csca.change_recipe_discovery(item.csca_get_recipe)
end
end
end
#==============================================================================
# ** CSCA_Window_Toast
#------------------------------------------------------------------------------
# Show toasts for recipe discovery.
#==============================================================================
class CSCA_Window_Toast < Window_Base
#--------------------------------------------------------------------------
# Alias method; refresh
#--------------------------------------------------------------------------
alias :csca_craft_refresh :refresh
def refresh(params)
csca_craft_refresh(params)
if params[0] == :recipe_discovery
draw_text(0, 0, contents.width, line_height, sprintf("New %s discovered!", CSCA::CRAFT::RECIPE_TEXT), 1)
ix = (contents.width/2) - (text_size(params[1].name).width/2) - 16
draw_icon(params[1].icon, ix, line_height)
draw_text(12, line_height, contents.width, line_height, params[1].name, 1)
end
if params[0] == :recipe_crafted
recipe = params[1]
result = params[2]
s1 = result == :success ? CSCA::CRAFT::SUCCESS_TEXT : CSCA::CRAFT::FAIL_TEXT
draw_text(0, 0, contents.width, line_height, s1, 1)
if recipe.scrap.nil? && result == :failure
draw_text(0, line_height, contents.width, line_height, CSCA::CRAFT::FAIL_TEXT2, 1)
else
s2 = "Gained: "
if result == :success
s3 = recipe.product.type == :gold ? "" : "x"
s3 += recipe.product.amount.to_s + " "
currency = $game_party.get_csca_cs_currency(recipe.product.id) if $imported["CSCA-CurrencySystem"] && recipe.product.type == :gold
item = case recipe.product.type
when :gold; $imported["CSCA-CurrencySystem"] ? currency[:name] : Vocab::currency_unit
when :item; $data_items[recipe.product.id]
when :armor; $data_armors[recipe.product.id]
when :weapon; $data_weapons[recipe.product.id]
end
else
s3 = recipe.scrap.type == :gold ? "" : "x"
s3 += recipe.scrap.amount.to_s + " "
currency = $game_party.get_csca_cs_currency(recipe.scrap.id) if $imported["CSCA-CurrencySystem"] && recipe.scrap.type == :gold
item = case recipe.scrap.type
when :gold; $imported["CSCA-CurrencySystem"] ? currency[:name] : Vocab::currency_unit
when :item; $data_items[recipe.scrap.id]
when :armor; $data_armors[recipe.scrap.id]
when :weapon; $data_weapons[recipe.scrap.id]
end
end
x = text_size(s2).width
x2 = text_size(s3).width
draw_text(0, line_height, contents.width, line_height, s2)
if (result == :success && recipe.product.type == :gold) || (result == :failure && recipe.scrap.type == :gold) && $imported["CSCA-CurrencySystem"]
change_color(currency[:color])
draw_icon(currency[:icon], x, line_height)
draw_text(x + 24, line_height, contents.width-x-24, line_height, s3)
change_color(system_color)
draw_text(x + 24 + x2, line_height, contents.width-x-24-x2, line_height, item)
else
draw_text(x, line_height, contents.width-x, line_height, s3)
draw_icon(item.icon_index, x+x2, line_height)
change_color(text_color(recipe.color))
draw_text(x + 24 + x2, line_height, contents.width - x - 24 - x2, line_height, item.name)
end
end
change_color(normal_color)
end
end
end
#==============================================================================
# ** CSCA_Scene_Crafting
#------------------------------------------------------------------------------
# Handles the crafting scene. Changes based on profession needs.
#==============================================================================
class CSCA_Scene_Crafting < Scene_MenuBase
#--------------------------------------------------------------------------
# Prepare scene
#--------------------------------------------------------------------------
def prepare(profession)
@profession = profession
end
#--------------------------------------------------------------------------
# Start Processing
#--------------------------------------------------------------------------
def start
super
if @profession.nil?
SceneManager.goto(Scene_Map)
$csca.report_error("Scene not prepared.", "CSCA Crafting", "Use SceneManager.scene.prepare(profession_symbol_here)\nimmediately after calling the scene..")
end
create_head_window
create_recipestext_window
create_select_window
create_info_window
create_progress_window
end
#--------------------------------------------------------------------------
# Terminate
#--------------------------------------------------------------------------
def terminate
super
@profession = nil
end
#--------------------------------------------------------------------------
# Create Header Window
#--------------------------------------------------------------------------
def create_head_window
@head_window = CSCA_Window_Header.new(0,0,CSCA::CRAFT::SCENE_NAMES[@profession])
end
#--------------------------------------------------------------------------
# Create "Recipes" Text Window
#--------------------------------------------------------------------------
def create_recipestext_window
@rt_window = CSCA_Window_Header.new(0,@head_window.height,Graphics.width/3,"Recipes")
end
#--------------------------------------------------------------------------
# Create Select Window
#--------------------------------------------------------------------------
def create_select_window
@select_window = CSCA_Window_CraftingSelect.new(0,@head_window.height*2,Graphics.width/3,Graphics.height-(@head_window.height*2),@profession)
@select_window.set_handler(:cancel, method(:return_scene))
@select_window.set_handler(:ok, method(:craft_recipe))
@select_window.activate
end
#--------------------------------------------------------------------------
# Create Info Window
#--------------------------------------------------------------------------
def create_info_window
@info_window = CSCA_Window_CraftingInfo.new(@select_window.width,@head_window.height,Graphics.width-@select_window.width,Graphics.height-@head_window.height*2)
@select_window.help_window = @info_window
end
#--------------------------------------------------------------------------
# Create Progress Window
#--------------------------------------------------------------------------
def create_progress_window
@progress_window = CSCA_Window_CraftingProgress.new(@select_window.width,@head_window.height+@info_window.height,Graphics.width-@select_window.width,@head_window.height)
end
#--------------------------------------------------------------------------
# Return Scene
#--------------------------------------------------------------------------
def return_scene
if @progress_window.crafting
Sound.play_buzzer
@select_window.activate
return
end
super
end
#--------------------------------------------------------------------------
# Craft Recipe
#--------------------------------------------------------------------------
def craft_recipe
if @progress_window.crafting
Sound.play_buzzer
@select_window.activate
return
end
@progress_window.set_item(@select_window.item)
@progress_window.lose_ingredients
@select_window.refresh
@select_window.activate
end
end
#==============================================================================
# ** CSCA_Window_CraftingSelect
#------------------------------------------------------------------------------
# Selection window for the crafting scene.
#==============================================================================
class CSCA_Window_CraftingSelect < Window_Selectable
#--------------------------------------------------------------------------
# Object Initialization
#--------------------------------------------------------------------------
def initialize(x, y, w, h, p)
super(x, y, w, h)
@data = []
@profession = p
refresh
select(0)
end
#--------------------------------------------------------------------------
# Get Item Max
#--------------------------------------------------------------------------
def item_max
@data ? @data.size : 1
end
#--------------------------------------------------------------------------
# Get Item
#--------------------------------------------------------------------------
def item
@data && index >= 0 ? @data[index] : nil
end
#--------------------------------------------------------------------------
# Populate item list
#--------------------------------------------------------------------------
def make_item_list
@data = $csca.recipes.select {|item| include?(item)}
end
#--------------------------------------------------------------------------
# Get Activation State of Selection Item
#--------------------------------------------------------------------------
def current_item_enabled?
enable?(@data[index])
end
#--------------------------------------------------------------------------
# Display in Enabled State?
#--------------------------------------------------------------------------
def enable?(recipe)
return false if recipe.nil?
recipe.ingredients.each do |item|
return false unless has_item(item)
end
unless recipe.required.nil?
return false unless has_item(recipe.required)
end
if $imported["CSCA-Professions"]
return false if $csca.calculate_recipe_level_req(recipe) > $csca.get_profession(recipe.type).level
end
return true
end
#--------------------------------------------------------------------------
# Party has required items?
#--------------------------------------------------------------------------
def has_item(item)
return case item.type
when :gold; $game_party.gold >= item.amount
when :armor; $game_party.item_number($data_armors[item.id]) >= item.amount
when :weapon; $game_party.item_number($data_weapons[item.id]) >= item.amount
when :item; $game_party.item_number($data_items[item.id]) >= item.amount
end
end
#--------------------------------------------------------------------------
# Show item in list?
#--------------------------------------------------------------------------
def include?(item)
return true if @profession == :all && item.discovered
return item.type == @profession && item.discovered
end
#--------------------------------------------------------------------------
# Draw Items
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
if item
rect = item_rect(index)
x = rect.x
if CSCA::CRAFT::USE_ICONS
draw_icon(item.icon, x, rect.y)
x += 24
end
change_color(normal_color, enable?(item))
draw_text(x, rect.y, contents.width-x, line_height, item.name)
change_color(normal_color)
end
end
#--------------------------------------------------------------------------
# Refresh
#--------------------------------------------------------------------------
def refresh
make_item_list
create_contents
draw_all_items
end
#--------------------------------------------------------------------------
# Update Help Window
#--------------------------------------------------------------------------
def update_help
@help_window.set_item(item) if @help_window
end
end
#==============================================================================
# ** CSCA_Window_CraftingInfo
#------------------------------------------------------------------------------
# Displays information for selected recipe.
#==============================================================================
class CSCA_Window_CraftingInfo < Window_Base
#--------------------------------------------------------------------------
# Object Initialization
#--------------------------------------------------------------------------
def initialize(x, y, w, h)
super(x, y, w, h)
end
#--------------------------------------------------------------------------
# Set recipe
#--------------------------------------------------------------------------
def set_item(recipe)
return if recipe.nil?
contents.clear
contents.font.size = 24
@recipe = recipe
draw_recipe_information
end
#--------------------------------------------------------------------------
# Order to draw recipe information
#--------------------------------------------------------------------------
def draw_recipe_information
draw_recipe_image
draw_recipe_name
oy = line_height
@y_add = 0
contents.font.size = 20
draw_product(oy)
draw_success_rate(oy*2) if CSCA::CRAFT::SHOW_SUCCESS_RATE
if $imported["CSCA-Professions"]
draw_exp_gain(oy*3)
draw_level_requirement(oy*4)
@y_add += line_height*2
end
draw_times_crafted(oy*3 + @y_add)
unless @recipe.required.nil?
@y_add += line_height
draw_required_item(oy*3 + @y_add)
end
draw_ingredients(oy*4 + @y_add)
draw_recipe_desc(oy*4 + @y_add)
end
#--------------------------------------------------------------------------
# Draw icon/image
#--------------------------------------------------------------------------
def draw_recipe_image
if @recipe.image.nil?
icon_index = @recipe.icon
bitmap = Cache.system("Iconset")
rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
target = Rect.new(0,0,72,72)
contents.stretch_blt(target, bitmap, rect)
else
bitmap = Bitmap.new("Graphics/"+@recipe.image)
target = Rect.new(0,0,72,72)
contents.stretch_blt(target, bitmap, bitmap.rect, 255)
end
end
#--------------------------------------------------------------------------
# Draw name
#--------------------------------------------------------------------------
def draw_recipe_name
contents.font.bold = true
draw_text(72, 0, contents.width-72, line_height+8, @recipe.name, 1)
contents.font.bold = false
end
#--------------------------------------------------------------------------
# Draw product
#--------------------------------------------------------------------------
def draw_product(y)
s1 = "Produces: "
x = 72
produce = case @recipe.product.type
when :item; $data_items[@recipe.product.id]
when :weapon; $data_weapons[@recipe.product.id]
when :armor; $data_armors[@recipe.product.id]
when :gold; $imported["CSCA-CurrencySystem"] ? $game_party.get_csca_cs_currency(@recipe.product.id)[:currency_unit] : Vocab::currency_unit
end
change_color(system_color)
draw_text(x, y, contents.width-x, line_height, s1)
change_color(normal_color)
x += text_size(s1).width
unless @recipe.product.type == :gold
draw_icon(produce.icon_index, x, y)
x += 24
end
if @recipe.product.type == :gold
change_color($game_party.get_csca_cs_currency(@recipe.product.id)[:color]) if $imported["CSCA-CurrencySystem"]
draw_text(x, y, contents.width-x, line_height, sprintf("%d%s", @recipe.product.amount, produce))
else
draw_text(x, y, contents.width-x, line_height, sprintf("%dx %s", @recipe.product.amount, produce.name))
end
change_color(normal_color)
end
#--------------------------------------------------------------------------
# Draw success rate
#--------------------------------------------------------------------------
def draw_success_rate(y)
s1 = "Success Rate: "
x = 72
change_color(system_color)
draw_text(x, y, contents.width-x, line_height, s1)
change_color(normal_color)
x += text_size(s1).width
draw_text(x, y, contents.width-x, line_height, ($csca.calculate_recipe_success_rate(@recipe)*100).to_i.to_s + "%")
end
#--------------------------------------------------------------------------
# Draw exp gain
#--------------------------------------------------------------------------
def draw_exp_gain(y)
s1 = "Experience Gain: "
x = 0
exp = $csca.split_number(@recipe.exp)
change_color(system_color)
draw_text(x, y, contents.width-x, line_height, s1)
change_color(normal_color)
x += text_size(s1).width
if exp[0] >= 1
draw_text(x, y, contents.width-x, line_height, sprintf("%d,%03d,%03d", exp[0], exp[1], exp[2]))
elsif exp[0] == 0 && exp[1] >= 1
draw_text(x, y, contents.width-x, line_height, sprintf("%d,%03d", exp[1], exp[2]))
else
draw_text(x, y, contents.width-x, line_height, sprintf("%d", exp[2]))
end
end
#--------------------------------------------------------------------------
# Draw level requirement
#--------------------------------------------------------------------------
def draw_level_requirement(y)
s1 = "Level Req: "
x = 0
change_color(system_color)
draw_text(x, y, contents.width-x, line_height, s1)
change_color(normal_color)
x += text_size(s1).width
profession_name = $csca.get_profession(@recipe.type).name
draw_text(x, y, contents.width-x, line_height, sprintf("%s lv. %d", profession_name, $csca.calculate_recipe_level_req(@recipe)))
end
#--------------------------------------------------------------------------
# Draw times crafted
#--------------------------------------------------------------------------
def draw_times_crafted(y)
s1 = "Times Crafted: "
x = 0
change_color(system_color)
draw_text(x, y, contents.width-x, line_height, s1)
change_color(normal_color)
x += text_size(s1).width
draw_text(x, y, contents.width-x, line_height, @recipe.times_crafted.to_s)
end
#--------------------------------------------------------------------------
# Draw required item
#--------------------------------------------------------------------------
def draw_required_item(y)
s1 = "Required Item: "
x = 0
item = case @recipe.required.type
when :item; $data_items[@recipe.required.id]
when :weapon; $data_weapons[@recipe.required.id]
when :armor; $data_armors[@recipe.required.id]
when :gold; $imported["CSCA-CurrencySystem"] ? $game_party.get_csca_cs_currency(@recipe.required.id)[:currency_unit] : Vocab::currency_unit
end
change_color(system_color)
draw_text(x, y, contents.width-x, line_height, s1)
change_color(normal_color)
x += text_size(s1).width
unless @recipe.required.type == :gold
draw_icon(item.icon_index, x, y)
x += 24
end
if @recipe.required.type == :gold
change_color($game_party.get_csca_cs_currency(@recipe.required.id)[:color]) if $imported["CSCA-CurrencySystem"]
draw_text(x, y, contents.width-x, line_height, sprintf("%d%s", @recipe.required.amount, item))
else
draw_text(x, y, contents.width-x, line_height, sprintf("%dx %s", @recipe.required.amount, item.name))
end
change_color(normal_color)
end
#--------------------------------------------------------------------------
# Draw ingredients
#--------------------------------------------------------------------------
def draw_ingredients(y)
s1 = "Ingredients: "
x = 0
ny = 0
change_color(system_color)
draw_text(x, y, contents.width-x, line_height, s1)
change_color(normal_color)
x += text_size(s1).width
@recipe.ingredients.each do |ingredient|
@y_add += line_height
item = case ingredient.type
when :item; $data_items[ingredient.id]
when :weapon; $data_weapons[ingredient.id]
when :armor; $data_armors[ingredient.id]
when :gold; $imported["CSCA-CurrencySystem"] ? $game_party.get_csca_cs_currency(ingredient.id)[:currency_unit] : Vocab::currency_unit
end
if ingredient.type == :gold
change_color($game_party.get_csca_cs_currency(ingredient.id)[:color]) if $imported["CSCA-CurrencySystem"]
draw_text(x, y + ny, contents.width-x, line_height, sprintf("%d%s", ingredient.amount, item))
change_color(normal_color)
else
draw_icon(item.icon_index, x, y + ny)
x += 24
draw_text(x, y + ny, contents.width-x, line_height, sprintf("%dx %s", ingredient.amount, item.name))
end
ny += line_height
x -= 24
end
end
#--------------------------------------------------------------------------
# Draw recipe description
#--------------------------------------------------------------------------
def draw_recipe_desc(y)
s1 = "Description: "
x = 0
ny = 0
change_color(system_color)
draw_text(x, y, contents.width-x, line_height, s1)
change_color(normal_color)
x += text_size(s1).width
@recipe.desc.each do |line|
@y_add += line_height
draw_text(x, y + ny, contents.width-x, line_height, line)
ny += line_height
x = 0
end
end
end
#==============================================================================
# ** CSCA_Window_CraftingProgress
#------------------------------------------------------------------------------
# Displays the progress bar of creating an item.
#==============================================================================
class CSCA_Window_CraftingProgress < Window_Base
attr_reader :crafting
#--------------------------------------------------------------------------
# Object Initialization
#--------------------------------------------------------------------------
def initialize(x, y, w, h)
super(x, y, w, h)
set_variables
refresh
end
#--------------------------------------------------------------------------
# Used for resetting variables after crafting
#--------------------------------------------------------------------------
def set_variables
@frames = @success_rate = @fail_time = 0
@total_frames = 1
@crafting = false
@recipe = @result = @fail_sound = @item = nil
end
#--------------------------------------------------------------------------
# Refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
s1 = "Progress: "
x = text_size(s1).width
c1 = text_color(CSCA::CRAFT::COLOR1)
c2 = text_color(CSCA::CRAFT::COLOR2)
change_color(system_color)
draw_text(0, 0, contents.width, line_height, s1)
change_color(normal_color)
draw_gauge(x+25, -5, contents.width-x-50, @frames.to_f/@total_frames, c1, c2)
draw_percentage
end
#--------------------------------------------------------------------------
# Frame Update
#--------------------------------------------------------------------------
def update
super
return unless @crafting
@frames += 1
refresh
if crafting_complete?
@crafting = false
end_craft
end
end
#--------------------------------------------------------------------------
# Check for Craft Completion
#--------------------------------------------------------------------------
def crafting_complete?
return (@result == :failure && @fail_time <= @frames) || (@result == :success && @frames >= @total_frames)
end
#--------------------------------------------------------------------------
# End Craft
#--------------------------------------------------------------------------
def end_craft
Audio.se_stop
sound = @result == :success ? @recipe.complete_sound : @recipe.fail_sound
Audio.se_play(sound) unless sound.nil?
$csca.reserve_toast([:recipe_crafted, @recipe, @result]) if $imported["CSCA-ToastManager"] && CSCA::CRAFT::SHOW_TOASTS
@recipe.times_crafted += 1 if @result == :success
unless @item.nil?
item = get_item(@item)
if not_gold?(item)
$game_party.gain_item(item, @item.amount)
else
$imported["CSCA-CurrencySystem"] ? $game_party.gain_currency($game_party.get_csca_cs_currency(@item.id), @item.amount) : $game_party.gain_gold(@item.amount)
end
end
if $imported["CSCA-Professions"]
$csca.change_profession_exp(@recipe.type, @recipe.exp) if @result == :success || CSCA::CRAFT::GAIN_EXP_IF_FAIL
end
set_variables
refresh
end
#--------------------------------------------------------------------------
# Start Crafting
#--------------------------------------------------------------------------
def set_item(recipe)
@total_frames = recipe.time
@success_rate = $csca.calculate_recipe_success_rate(recipe)
@recipe = recipe
calculate_result
Audio.se_play(recipe.start_sound)
@crafting = true
end
#--------------------------------------------------------------------------
# Draw Gauge Percentage
#--------------------------------------------------------------------------
def draw_percentage
x = text_size("Progress: ").width
draw_text(((contents.width-25)/2)+(x/2), 0, contents.width, line_height, sprintf("%1.2f%%", (@frames.to_f/@total_frames)*100))
end
#--------------------------------------------------------------------------
# Calculate Result
#--------------------------------------------------------------------------
def calculate_result
odds = rand(0)
if @success_rate > odds
@item = @recipe.product
@result = :success
else
@item = @recipe.scrap
@result = :failure
@fail_time = rand(@total_frames/2).to_i
@fail_time += (@total_frames/2).to_i
end
end
#--------------------------------------------------------------------------
# Lose ingredients
#--------------------------------------------------------------------------
def lose_ingredients
@recipe.ingredients.each do |ingredient|
item = get_item(ingredient)
if not_gold?(item)
$game_party.lose_item(item, ingredient.amount)
else
$imported["CSCA-CurrencySystem"] ? $game_party.lose_currency($game_party.get_csca_cs_currency(ingredient.id), ingredient.amount) : $game_party.lose_gold(ingredient.amount)
end
end
end
#--------------------------------------------------------------------------
# Determine if item is gold or not.
#--------------------------------------------------------------------------
def not_gold?(item)
item.is_a?(RPG::Item) || item.is_a?(RPG::Weapon) || item.is_a?(RPG::Armor)
end
#--------------------------------------------------------------------------
# Determine Item gained.
#--------------------------------------------------------------------------
def get_item(item)
return case item.type
when :item; $data_items[item.id]
when :weapon; $data_weapons[item.id]
when :armor; $data_armors[item.id]
else; nil
end
end
end
if $imported["CSCA-Professions"]
#==============================================================================
# ** CSCA_Professions
#------------------------------------------------------------------------------
# Adds recipe type data
#Aliases: initialize
#==============================================================================
class CSCA_Professions
attr_reader :recipe_type
attr_reader :show_recipes
#--------------------------------------------------------------------------
# Alias Method; Object Initialization
#--------------------------------------------------------------------------
alias :craft_init :initialize
def initialize(profession)
craft_init(profession)
@recipe_type = profession[:recipe_type]
@show_recipes = profession[:show_recipes]
end
end
#==============================================================================
# ** CSCA_Window_ProfessionInfo
#------------------------------------------------------------------------------
# Adds recipe known amount to profession window.
#Aliases: draw_profession_information
#==============================================================================
class CSCA_Window_ProfessionInfo < Window_Base
#--------------------------------------------------------------------------
# Alias Method; Draw profession information
#--------------------------------------------------------------------------
alias :craft_draw_profession_information :draw_profession_information
def draw_profession_information
craft_draw_profession_information
draw_profession_recipes(line_height*5-8) if @profession.show_recipes
end
#--------------------------------------------------------------------------
# Draw Recipes Discovered Amount
#--------------------------------------------------------------------------
def draw_profession_recipes(y)
s1 = "Recipes Discovered: "
x = text_size(s1).width
change_color(system_color)
draw_text(0, y, contents.width, line_height, s1)
change_color(normal_color)
draw_text(x, y, contents.width-x, line_height, sprintf("%d/%d", $csca.recipe_types[@profession.recipe_type][1], $csca.recipe_types[@profession.recipe_type][0]))
end
end
end # $imported["CSCA-Professions"]
|
|
Crosac002 | Index du forum > Entraide > [Vx Ace] Je n'arrive pas à utiliser un script de crafting
|
|
|