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  1. Nome Script: EK Items Menu Versione: 1.4b Autore/i: Equilibrium Keeper Informazioni: Lo script permette di avere a disposizione gli oggetti divisi, vale a dire che gli oggetti verranno divisi tra quelli che si possono usare in battaglia, sul Menù etc... Istruzioni: Inserite lo script sopra Main. Istruzioni all'interno dello script Script: #============================================================================== # EK Items Menu v.1.4b #------------------------------------------------------------------------------ # Created by: Equilibrium Keeper [[email protected]] # Created on: 26.05.2008 18:57:18 # Special thanks: Рольф, ANNxiousity, insider # Also thanks to: rpgmaker.sk6.ru, rpg-maker.info, rpgmakervx.net #============================================================================== # Description: The Script changes menu items structure adding filtration on # different parametres #------------------------------------------------------------------------------ # Requirements: Addon by Equilibrium Keeper v.1.00 or above # Install: Make a new blank script page above main and copy this script. #============================================================================== # Instruction: Write the titles of desirable sections into the ITEMS_TYPE # array (line 44). Write the selection parametres into the two-dimensional # ITEMS_FILTRATION array (line 45) (choose parametres from the following list # or assign yours). NOTE: One-dimensional arrays (selection parametres) in the # ITEM_FILTRATION array should be followed in the same order as categories # corresponding to them in ITEMS_TYPE! #------------------------------------------------------------------------------ # Standard selection parametres list (all the items are shown on default) : # "Usable" - Items can be used either in menu or in battle, or both variants possible # "Usable!" - Items can't be used ever. # "Equipment" - Equipment items: either weapmon or armor (or both o.O) # "Equipment!" - Non-equipment items # "InMenu" - Items can be used in menu # "InMenu!" - Items can't ever be used in menu. # "InBattle" - In-battle usage possible # "InBattle!" - In-battle usage impossible #------------------------------------------------------------------------------ # To make your own selection parametre follow the steps listed below: # 1) Write new category title into the ITEMS_TYPE array as a new value or # by replacing the existing one. # 2) Declare tag (e.g. "alch") and write it into the "Note" field of a weapon, # armor or item you decided to refer to the new category. # 3) Write this tag (after changing '' to '') into the ITEMS_FILTRATION # array as a new condition or by replacing the existing one. # 4) Add to the GetItemType block at the and of Case the code block similar to # the lines 152..179 by changing "alch" and "alch!" to your tag and # denying one. #============================================================================== module EKScripts ITEMS_TYPE = ["Usable", "Battle Only", "Equipment", "Other", "Alchemistry"] ITEMS_FILTRARION = [ ["InMenu", "Equipment!", "alch!"], # Usable ["InBattle", "InMenu!", "Equipment!"], # Battle Only ["Equipment"], # Equipment ["Usable!", "Equipment!", "alch!"], # Other ["alch"] # For example: Alchemistry ] # ← Do not delete end class Window_Item < Window_Selectable #-------------------------------------------------------------------------- attr_writer :type #-------------------------------------------------------------------------- # * Object Initialization # x : window x-coordinate # y : window y-coordinate # width : window width # height : window height # type : item type #-------------------------------------------------------------------------- def initialize(x, y, width, height, type = -1) super(x, y, width, height) @items_notes = [] for i in 1..$data_items.size - 1 @items_notes[i] = $data_items[i].note end @weapons_notes = [] for i in 1..$data_weapons.size - 1 @weapons_notes[i] = $data_weapons[i].note end @armors_notes = [] for i in 1..$data_armors.size - 1 @armors_notes[i] = $data_armors[i].note end @type = type @items_filtrarion = EKScripts::ITEMS_FILTRARION @column_max = 2 self.index = 0 refresh end #-------------------------------------------------------------------------- # * Whether or not to include in item list # item : item #-------------------------------------------------------------------------- def include?(item) return false if item == nil if $game_temp.in_battle return false unless item.is_a?(RPG::Item) else return false if GetItemType(item) == false end return true end #-------------------------------------------------------------------------- # * Whether or not to include in valid items list # item : item #-------------------------------------------------------------------------- def GetItemType(item) @item = item @return = true for i in 0..@items_filtrarion[@type].size - 1 if @return == true case @items_filtrarion[@type][i] when "Usable" if !(item.is_a?(RPG::Armor) || item.is_a?(RPG::Weapon)) unless $data_items[item.id].menu_ok? || $data_items[item.id].battle_ok? @return = false end end when "Usable!" if !(item.is_a?(RPG::Armor) || item.is_a?(RPG::Weapon)) if $data_items[item.id].menu_ok? || $data_items[item.id].battle_ok? @return = false end end when "InMenu" if !(item.is_a?(RPG::Armor) || item.is_a?(RPG::Weapon)) unless $data_items[item.id].menu_ok? @return = false end end when "InMenu!" if !(item.is_a?(RPG::Armor) || item.is_a?(RPG::Weapon)) if $data_items[item.id].menu_ok? @return = false end end when "InBattle" if !(item.is_a?(RPG::Armor) || item.is_a?(RPG::Weapon)) unless $data_items[item.id].battle_ok? @return = false end end when "InBattle!" if !(item.is_a?(RPG::Armor) || item.is_a?(RPG::Weapon)) if $data_items[item.id].battle_ok? @return = false end end when "Equipment" unless item.is_a?(RPG::Armor) || item.is_a?(RPG::Weapon) @return = false end when "Equipment!" if item.is_a?(RPG::Armor) || item.is_a?(RPG::Weapon) @return = false end when "IsWeapon" unless item.is_a?(RPG::Weapon) @return = false end when "IsWeapon!" if item.is_a?(RPG::Weapon) @return = false end when "IsArmor" unless item.is_a?(RPG::Armor) @return = false end when "IsArmor!" if item.is_a?(RPG::Armor) @return = false end when "alch" if item.is_a?(RPG::Weapon) if @weapons_notes[item.id].index("alch") == nil @return = false end elsif item.is_a?(RPG::Armor) if @armors_notes[item.id].index("alch") == nil @return = false end else if @items_notes[item.id].index("alch") == nil @return = false end end when "alch!" if item.is_a?(RPG::Weapon) if @weapons_notes[item.id].index("alch") != nil @return = false end elsif item.is_a?(RPG::Armor) if @armors_notes[item.id].index("alch") != nil @return = false end else if @items_notes[item.id].index("alch") != nil @return = false end end end end end return @return end end class Scene_Item < Scene_Base #-------------------------------------------------------------------------- # * Start processing #-------------------------------------------------------------------------- def start super create_menu_background @items_type = EKScripts::ITEMS_TYPE @spacing = 32 - (@items_type.size - 4) * 8 if @spacing <= 0 @spacing = 8 end @command_window = Window_Command.new(544, @items_type, @items_type.size, 0, @spacing, 1) @command_window.index = 0 @viewport = Viewport.new(0, 0, 544, 416) @help_window = Window_Help.new (0, 56) @help_window.viewport = @viewport @item_window = Window_Item.new(0, 112, 544, 304, 0) @item_window.viewport = @viewport @item_window.help_window = @help_window @item_window.active = false @target_window = Window_MenuStatus.new(0, 0) hide_target_window @command_window.active = true @item_window.active = false end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- def terminate super dispose_menu_background @command_window.dispose @viewport.dispose @help_window.dispose @item_window.dispose @target_window.dispose end #-------------------------------------------------------------------------- # * Update Frame #-------------------------------------------------------------------------- def update super update_menu_background @command_window.update @help_window.update @item_window.update @target_window.update if @command_window.active update_command_selection elsif @item_window.active update_item_selection elsif @target_window.active update_target_selection end end #-------------------------------------------------------------------------- # * Update Command Selection #-------------------------------------------------------------------------- def update_command_selection if Input.trigger?(Input:: Sound.play_cancel return_scene elsif Input.trigger?(Input::C) Sound.play_decision @command_window.active = false @item_window.active = true elsif Input.trigger?(Input::RIGHT) || Input.trigger?(Input::LEFT) @item_window.type = @command_window.index @item_window.refresh @item_window.update_help end end #-------------------------------------------------------------------------- # * Update Item Selection #-------------------------------------------------------------------------- def update_item_selection if Input.trigger?(Input:: Sound.play_decision @item_window.active = false @command_window.active = true Sound.play_cancel elsif Input.trigger?(Input::C) @item = @item_window.item if @item != nil $game_party.last_item_id = @item.id end if $game_party.item_can_use?(@item) Sound.play_decision determine_item else Sound.play_buzzer end end end #-------------------------------------------------------------------------- # * Show(Recreate) Target Window # right : Right justification flag (if false, left justification) #-------------------------------------------------------------------------- def show_target_window(right) @item_window.active = false @target_window.dispose @target_window = Window_MenuStatus.new(0, 0) width_remain = 544 - @target_window.width @target_window.x = right ? width_remain : 0 @target_window.visible = true @target_window.active = true if right @viewport.rect.set(0, 0, width_remain, 416) @viewport.ox = 0 else @viewport.rect.set(@target_window.width, 0, width_remain, 416) @viewport.ox = @target_window.width end end end
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