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  1. Nome Script: Bag Pockets V1.2 Versione: 1.2 Autore/i: SowS Informazioni: Come nel gioco dei pokemon, permette di catalogare gli oggetti posseduti. Screenshots: Istruzioni: Inserite lo script sotto Material. Altre istruzioni all'interno dello script. Script: #============================================================================== # Bag Pockets V1.2 # by SowS - 06/11/10 #------------------------------------------------------------------------------ # Instructions: # Put the script under Materials section of your script editor. # Put this tag in the notes field of all your items/weapons/armors. # <pocket n> where n is the pocket number # >>>>>>>>REMINDER: You need to put the tags in all of your items!<<<<<<<<< # It's possible to make an item be on multiple pockets, just put multiple tags # on that particular item. #============================================================================== module SOWS #---------------------------------------------------------------------------- # start of config #---------------------------------------------------------------------------- MAX_POCKETS = 7 # maximum number of pockets # these are the names of the pockets and their corresponding pocket numbers POCKETS = { # id => "Pocket Name" 1 => "Items", 2 => "Weapon", 3 => "Shield", 4 => "Headgear", 5 => "Armor", 6 => "Accessory", 7 => "Key Items" } # these are the pockets in the equip scene. They're based on your current # max number of equip types. EQUIP_POCKETS = { 1 => "Weapon", 2 => "Shield", 3 => "Headgear", 4 => "Armor", 5 => "Accessory" } # The message in the help window while Cancel/Remove is selected. CANCEL_HELP = "Return to the menu." # in Scene_Item REMOVE_HELP = "Remove current equipment." # in Scene_Equip #---------------------------------------------------------------------------- # end of config #---------------------------------------------------------------------------- def self.split_tags(obj, tag) obj.note.split(/[\r\n]+/).each { |notetag| case notetag when tag @result = $1.to_i end } return @result end end #============================================================================== # ** Window_Item #------------------------------------------------------------------------------ # This window displays a list of inventory items for the item screen, etc. #============================================================================== class Window_Item < Window_Selectable include SOWS #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :page #-------------------------------------------------------------------------- # * Object Initialization # x : window x-coordinate # y : window y-coordinate # width : window width # height : window height #-------------------------------------------------------------------------- def initialize(x, y, width, height) super(x, y, width, height) @column_max = 1 self.index = 0 self.page = 1 refresh end #-------------------------------------------------------------------------- # * Whether or not to include in item list # item : item #-------------------------------------------------------------------------- def include?(item) return false if item == nil return false if self.page != item.pocket if $game_temp.in_battle return false unless item.is_a?(RPG::Item) end return true end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh @data = [] for item in $game_party.items next unless include?(item) @data.push(item) if item.id == $game_party.last_item_id self.index = @data.size - 1 end end @data.push(nil) if include?(nil) @item_max = @data.size + 1 create_contents for i in 0...@item_max - 1 draw_item(i) end draw_cancel end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super if Input.trigger?(Input::RIGHT) if self.page == MAX_POCKETS self.page = 1 else self.page += 1 end elsif Input.trigger?(Input::LEFT) if self.page == 1 self.page = MAX_POCKETS else self.page -= 1 end end end #-------------------------------------------------------------------------- # * Draw Cancel #-------------------------------------------------------------------------- def draw_cancel rect = item_rect(@item_max - 1) self.contents.clear_rect(rect) rect.width -= 4 self.contents.draw_text(rect, "Cancel") end #-------------------------------------------------------------------------- # * Draw Item # index : item number #-------------------------------------------------------------------------- def draw_item(index) rect = item_rect(index) self.contents.clear_rect(rect) item = @data[index] if item != nil number = $game_party.item_number(item) rect.width -= 4 draw_item_name(item, rect.x, rect.y) self.contents.draw_text(rect, sprintf("x%2d", number), 2) end end #-------------------------------------------------------------------------- # * Update Help Text #-------------------------------------------------------------------------- def update_help @help_window.set_text(item == nil ? CANCEL_HELP : item.description) end end #============================================================================== # ** Window_Pocket #------------------------------------------------------------------------------ # This window displays the current pocket name. #============================================================================== class Window_Pocket < Window_Base include SOWS #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :pocket #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(equip = false, x = 0, y = 0, width = 544 / 2, height = WLH + 32) super(x, y, width, height) self.pocket = 1 @equip = equip refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear if @equip self.contents.draw_text(0, 0, contents.width, WLH, EQUIP_POCKETS[self.pocket], 1) else self.contents.draw_text(0, 0, contents.width, WLH, POCKETS[self.pocket], 1) end end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super if Input.trigger?(Input::RIGHT) if self.pocket == MAX_POCKETS self.pocket = 1 else self.pocket += 1 end elsif Input.trigger?(Input::LEFT) if self.pocket == 1 self.pocket = MAX_POCKETS else self.pocket -= 1 end end end end #============================================================================== # ** Window_Help #------------------------------------------------------------------------------ # This window shows skill and item explanations along with actor status. #============================================================================== class Window_Help < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(x = 0, y = 0, width = 544, height = WLH + 32) super(x, y, width, height) end end #============================================================================== # ** Window_EquipItem #------------------------------------------------------------------------------ # This window displays choices when opting to change equipment on the # equipment screen. #============================================================================== class Window_EquipItem < Window_Item include SOWS #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh @data = [] for item in $game_party.items next unless include?(item) @data.push(item) if item.id == $game_party.last_item_id self.index = @data.size - 1 end end @data.push(nil) if include?(nil) @item_max = @data.size create_contents for i in 0...@item_max draw_item(i) end end #-------------------------------------------------------------------------- # * Draw Item # index : item number #-------------------------------------------------------------------------- def draw_item(index) rect = item_rect(index) self.contents.clear_rect(rect) item = @data[index] if item != nil number = $game_party.item_number(item) rect.width -= 4 draw_item_name(item, rect.x, rect.y) self.contents.draw_text(rect, sprintf("x%2d", number), 2) else self.contents.draw_text(rect, "Remove") end end #-------------------------------------------------------------------------- # * Update Help Text #-------------------------------------------------------------------------- def update_help @help_window.set_text(item == nil ? REMOVE_HELP : item.description) end end #============================================================================== # ** Scene_Item #------------------------------------------------------------------------------ # This class performs the item screen processing. #============================================================================== class Scene_Item < Scene_Base #-------------------------------------------------------------------------- # * Method Aliasing #-------------------------------------------------------------------------- alias sows_pocket_update update unless $@ alias sows_pocket_terminate terminate unless $@ #-------------------------------------------------------------------------- # * Start processing #-------------------------------------------------------------------------- def start super create_menu_background @viewport = Viewport.new(0, 0, 544, 416) @help_window = Window_Help.new(0, 416 - 56) @help_window.viewport = @viewport @item_window = Window_Item.new(544 / 2, 0, 544 / 2, 360) @item_window.viewport = @viewport @item_window.help_window = @help_window @item_window.active = false @title_window = Window_Pocket.new @title_window.viewport = @viewport @target_window = Window_MenuStatus.new(0, 0) hide_target_window end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- def terminate sows_pocket_terminate @title_window.dispose end #-------------------------------------------------------------------------- # * Update Frame #-------------------------------------------------------------------------- def update sows_pocket_update @title_window.update @item_window.refresh if (Input.repeat?(Input::RIGHT) or Input.repeat?( Input::LEFT)) @title_window.refresh if (Input.repeat?(Input::RIGHT) or Input.repeat?( Input::LEFT)) end #-------------------------------------------------------------------------- # * Update Item Selection #-------------------------------------------------------------------------- def update_item_selection if Input.trigger?(Input:: Sound.play_cancel return_scene elsif Input.trigger?(Input::C) if @item_window.index == @item_window.item_max - 1 return_scene else @item = @item_window.item $game_party.last_item_id = @item.id if $game_party.item_can_use?(@item) Sound.play_decision determine_item else Sound.play_buzzer end end end end end #============================================================================== # ** Scene_Equip #------------------------------------------------------------------------------ # This class performs the equipment screen processing. #============================================================================== class Scene_Equip < Scene_Base #-------------------------------------------------------------------------- # * Method Aliasing #-------------------------------------------------------------------------- alias sows_pocket_terminate terminate unless $@ alias sows_pocket_update update unless $@ #-------------------------------------------------------------------------- # * Start processing #-------------------------------------------------------------------------- def start super create_menu_background @actor = $game_party.members[@actor_index] @help_window = Window_Help.new(0, 416 - 56) create_item_windows @equip_window = Window_Equip.new(208, 0, @actor) @equip_window.help_window = @help_window @equip_window.index = @equip_index @status_window = Window_EquipStatus.new(0, 0, @actor) @title_window = Window_Pocket.new(true, 0, 152) end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- def terminate sows_pocket_terminate @title_window.dispose end #-------------------------------------------------------------------------- # * Update Frame #-------------------------------------------------------------------------- def update sows_pocket_update @title_window.update if @equip_window.active if Input.trigger?(Input::DOWN) if @title_window.pocket == EQUIP_TYPE_MAX @title_window.pocket = 1 else @title_window.pocket += 1 end @title_window.refresh elsif Input.trigger?(Input::UP) if @title_window.pocket == 1 @title_window.pocket = EQUIP_TYPE_MAX else @title_window.pocket -= 1 end @title_window.refresh end end end #-------------------------------------------------------------------------- # * Create Item Window #-------------------------------------------------------------------------- def create_item_windows @item_windows = [] for i in 0...EQUIP_TYPE_MAX @item_windows[i] = Window_EquipItem.new(544 / 2, 152, 544 / 2, 208, @actor, i) @item_windows[i].help_window = @help_window @item_windows[i].visible = (@equip_index == i) @item_windows[i].height = 208 @item_windows[i].active = false @item_windows[i].index = -1 end end #-------------------------------------------------------------------------- # * Update Status Window #-------------------------------------------------------------------------- def update_status_window if @equip_window.active @status_window.set_new_parameters(nil, nil, nil, nil) elsif @item_window.active if @item_window.index == @item_window.item_max - 1 @status_window.set_new_parameters(nil, nil, nil, nil) else temp_actor = @actor.clone temp_actor.change_equip(@equip_window.index, @item_window.item, true) new_atk = temp_actor.atk new_def = temp_actor.def new_spi = temp_actor.spi new_agi = temp_actor.agi @status_window.set_new_parameters(new_atk, new_def, new_spi, new_agi) end end @status_window.update end #-------------------------------------------------------------------------- # * Update Equip Region Selection #-------------------------------------------------------------------------- def update_equip_selection if Input.trigger?(Input:: Sound.play_cancel return_scene elsif Input.trigger?(Input::R) Sound.play_cursor next_actor elsif Input.trigger?(Input::L) Sound.play_cursor prev_actor elsif Input.trigger?(Input::C) if @actor.fix_equipment Sound.play_buzzer else Sound.play_decision @equip_window.active = false @item_window.active = true @item_window.index = 0 end end end #-------------------------------------------------------------------------- # * Update Item Selection #-------------------------------------------------------------------------- def update_item_selection if Input.trigger?(Input:: Sound.play_cancel @equip_window.active = true @item_window.active = false @item_window.index = -1 elsif Input.trigger?(Input::C) Sound.play_equip @actor.change_equip(@equip_window.index, @item_window.item) @equip_window.active = true @item_window.active = false @item_window.index = -1 @equip_window.refresh for item_window in @item_windows item_window.refresh end end end end #============================================================================== # ** Scene_Battle #------------------------------------------------------------------------------ # This class performs battle screen processing. #============================================================================== class Scene_Battle < Scene_Base #-------------------------------------------------------------------------- # * Method Aliasing #-------------------------------------------------------------------------- alias sows_pocket_end_item_selection end_item_selection unless $@ alias sows_pocket_update_item_selection update_item_selection unless $@ #-------------------------------------------------------------------------- # * Start Item Selection #-------------------------------------------------------------------------- def start_item_selection @help_window = Window_Help.new(0, 416 - 128 - 56) @item_window = Window_Item.new(544 / 2, 0, 544 / 2, 232) @item_window.help_window = @help_window @actor_command_window.active = false @title_window = Window_Pocket.new end #-------------------------------------------------------------------------- # * End Item Selection #-------------------------------------------------------------------------- def end_item_selection sows_pocket_end_item_selection if @title_window != nil @title_window.dispose @title_window = nil end end #-------------------------------------------------------------------------- # * Update Item Selection #-------------------------------------------------------------------------- def update_item_selection sows_pocket_update_item_selection @title_window.update if @title_window != nil end end #============================================================================ # ** RPG #---------------------------------------------------------------------------- # A module containing RPGVX Data Structures. #============================================================================ module RPG #============================================================================ # ** Item #---------------------------------------------------------------------------- # Data class for items. #============================================================================ class Item < UsableItem def pocket str = SOWS.split_tags(self, /<(?:pocket)[ ]*(\d+)>/i) pocket = str.nil? ? 0 : str.to_i return pocket end end end #============================================================================ # ** RPG #---------------------------------------------------------------------------- # A module containing RPGVX Data Structures. #============================================================================ module RPG #============================================================================ # ** Weapon #---------------------------------------------------------------------------- # Data class for weapons. #============================================================================ class Weapon < BaseItem def pocket str = SOWS.split_tags(self, /<(?:pocket)[ ]*(\d+)>/i) pocket = str.nil? ? 0 : str.to_i return pocket end end end #============================================================================ # ** RPG #---------------------------------------------------------------------------- # A module containing RPGVX Data Structures. #============================================================================ module RPG #============================================================================ # ** Armor #---------------------------------------------------------------------------- # Data class for armors. #============================================================================ class Armor < BaseItem def pocket str = SOWS.split_tags(self, /<(?:pocket)[ ]*(\d+)>/i) pocket = str.nil? ? 0 : str.to_i return pocket end end end
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