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Тема: Ошибка скрипта (Achievement System) после обновления (загрузка сейва игры)

  1. #1

    По умолчанию Ошибка скрипта (Achievement System) после обновления (загрузка сейва игры)

    Проблема не обновляется скрипт после загрузки сейва игры (в игре) обновляется если игру запустить сначала
    ошибку выдает в строке (там где TIER? "return i if item[:Tiers][i] > progress)


    Спойлер Код:
    #================================================= =======================
    # Author: Calestian
    # Name: Achievement System
    # Created: 02-04-2015
    # Version: 1.4
    #---------------------------------------------------------------------------
    # VERSION HISTORY
    #
    # v1.0 - Initial Release
    # v1.1 - Quick Bug Fix
    # v1.2 - Added Repeatable Achievements
    # v1.3 - Added Notification Sounds - Updated Prerequisites
    # v1.4 - Quick Fixes - Updated Event Methods
    #---------------------------------------------------------------------------
    # FEATURES
    #
    # * Achievement Categories
    # * Locked Achievements (Prerequisites)
    # * Completed Achievements (Colored)
    # * Achievement Rewards
    # * Achievement Point Rewards
    # * Achievement Progression Track
    # * Achievement Notification (Completed | Unlocked | Achievement Points Reached)
    #---------------------------------------------------------------------------
    # How to Setup
    #
    # * Set in the Achievement_Categories array your Categories:
    # Achievement_Categories[index] = ["CategoryName", "CategoryDescription"]
    #
    # * Set in the Achievements hash your achievement info:
    # :Prerequisite - необходимое условие
    # Set to :none Означает, что нет предпосылок
    # Set to [ДостижениеID, повторный, Задача]
    # e.g [0, 5, 200]
    # :Item => [ItemType, ItemID, Amount(Количество)]
    # ItemType: 0 -> Item | 1 -> Armor | 2 -> Weapon
    # ItemID: Taken from Database
    # Amount: How many of the selected item to be given as a reward
    # :Repeatable => false | value
    # false -> One time Achievement
    # value (eg. 50) -> Repeatable value(50) times
    #
    # * Set in the Achievement_Point_Rewards array your AP rewards:
    # Achievement_Point_Rewards[index] = [[ItemType, ItemID, Amount], [ItemType, ItemID, Amount], ... , [ItemType, ItemID, Amount]
    #
    # * Edit Settings
    #---------------------------------------------------------------------------
    # How to Use
    #
    # In the Event -> Script:
    # * gain_achievement(amount, index) добавить очко в Tiers # Index -> Индивидуальный номер трофея
    # * lose_achievement(amount, index) снять очко
    # * set_achievement(amount, index) сразу выставить (амоунт)
    #
    # * gain_achievement_points(amount)
    # * lose_achievement_points(amount)
    # * set_achievement_points(amount)
    #
    # * achievement_name(index)
    # * achievement_item(index)
    # * achievement_gold(index)
    # * achievement_points(index)
    # * achievement_title(index)
    # * achievement_repeated(index)
    # * achievement_progress(index)
    # * achievement_status(index)
    # * party_achievement_points
    #---------------------------------------------------------------------------
    # LICENSE INFO
    #
    # Free for non-commercial & commercial use, as long as credit is given
    # to Calestian
    #================================================= ==========================

    #================================================= ==========================
    # *** Editable Region
    #================================================= ==========================
    module Clstn_Achievement_System

    #--------------------------------------------------------------------------
    # * Achievement Categories
    #--------------------------------------------------------------------------
    Achievement_Categories = []

    Achievement_Categories[0] = ["Трофеи" , "Полученные трофеи"]
    Achievement_Categories[1] = ["Квесты" , "Выполнение" ]
    Achievement_Categories[2] = ["Враги" , "побежденные враги" ]
    Achievement_Categories[3] = ["Всякое" , "Хернязанимательство" ]

    #--------------------------------------------------------------------------
    # * Achievements
    #--------------------------------------------------------------------------
    Achievements = {

    0 => {
    :Name => "Пройди игру",
    :Tiers => [1],
    :Help => "Пройти игру",
    :Title => "Пройти игру",
    :RewardItem => :none,
    :RewardGold => :none,
    :Category => "Трофеи",
    :AchievementPoints => 1000000,
    :Prerequisite => :none,
    :Repeatable => false,
    },

    1 => {
    :Name => "Счетчик побед",
    :Tiers => [100, 250, 500, 1000, 2500, 5000, 10000, 25000, 50000, 100000, 250000, 500000, 1000000],
    :Help => "Побеждай монстров",
    :Title => "Время, убивать время",
    :RewardItem => :none,
    :RewardGold => :none,
    :Category => "Враги",
    :AchievementPoints => 100,
    :Prerequisite => :none,
    :Repeatable => [12],
    },

    2 => {
    :Name => "Мастер",
    :Tiers => [1001],
    :Help => "Победить 1001 врага",
    :Title => "Мастер",
    :RewardItem => [0, 9, 1],
    :RewardGold => :none,
    :Category => "Трофеи",
    :AchievementPoints => 1000,
    :Prerequisite => :none,
    :Repeatable => false,
    },

    3 => {
    :Name => "Истребитель слизней",
    :Tiers => [250, 500, 750, 1000],
    :Help => "Убей слизня",
    :Title => "Убийца слизней",
    :RewardItem => :none,
    :RewardGold => 10000,
    :Category => "Враги",
    :AchievementPoints => 250,
    :Prerequisite => :none,
    :Repeatable => [4]
    },

    4 => {
    :Name => "Слиземастер",
    :Tiers => [100],
    :Help => "Победить 100 слизней",
    :Title => "Слиземастер",
    :RewardItem => :none,
    :RewardGold => 100,
    :Category => "Трофеи",
    :AchievementPoints => 100,
    :Prerequisite => :none,
    :Repeatable => false,
    },

    5 => {
    :Name => "Охотник за сокровищами",
    :Tiers => [50, 100, 150, 200, 250],
    :Help => "Найти сокровища",
    :Title => "Охотник за сокровищами",
    :RewardItem => :none,
    :RewardGold => :none,
    :Category => "Всякое",
    :AchievementPoints => 50,
    :Prerequisite => :none,
    :Repeatable => [4]
    },

    6 => {
    :Name => "Тяжкие будни",
    :Tiers => [1],
    :Help => "Выполни голодный квест",
    :Title => "Повар от бога",
    :RewardItem => :none,
    :RewardGold => 100,
    :Category => "Квесты",
    :AchievementPoints => 10,
    :Prerequisite => :none,
    :Repeatable => false,
    },


    }

    Achievement_Point_Rewards = []
    Achievement_Point_Rewards[0] = [1000, [[1, 002, 50], [0, 001, 10], [2, 001, 30]]]
    Achievement_Point_Rewards[1] = [5000, [[1, 001, 50], [0, 001, 10], [2, 001, 30]]]
    Achievement_Point_Rewards[2] = [10000, [[1, 001, 50], [0, 001, 10], [2, 001, 30]]]
    Achievement_Point_Rewards[3] = [50000, [[1, 001, 50], [0, 001, 10], [1, 001, 30]]]
    Achievement_Point_Rewards[4] = [100000, [[1, 001, 50], [0, 001, 10], [1, 001, 30]]]

    #-----------------------------------------------------------------------
    # * Settings
    #-----------------------------------------------------------------------
    Achievement_Display = :Both # :Color | :Icon | :Both
    Category_Icon_Disabled = 337 # Category Icon when not Expanded
    Category_Icon_Enabled = 345 # Category Icon when Expanded
    Achievement_Points_Icon = 4914 # Achievement_Points_Icon = IconID
    Achievement_Unlocked_Icon = 359 # Achievement_Unlocked_Icon = IconID
    Achievement_Locked_Icon = 243 # Achievement_Locked_Icon = IconID
    Achievement_Completed_Icon = 4914 # Achievement_Completed_Icon = IconID
    Achievement_Points_color = 21 # Achievement_Points_Color = ColorID
    Notification_Sound = "ps3_trophy" # "SoundName"
    Notification_Window = true # Notification Window Enabled

    #================================================= ==========================
    # *** End of Editable Region
    #================================================= ==========================

    #--------------------------------------------------------------------------
    # * Get Achievement Categories
    #--------------------------------------------------------------------------
    def self.get_achievement_categories
    @achievement_categories = []
    Achievement_Categories.each { |value|
    @achievement_categories.push(value[0])
    }
    return @achievement_categories
    end

    #--------------------------------------------------------------------------
    # * Get Category Achievements
    #--------------------------------------------------------------------------
    def self.get_category_achievements
    category = []
    Achievement_Categories.each { |key|
    temp = []
    Achievements.each_value { |value|
    temp.push(value[:Name]) if value[:Category] == key[0]
    }
    category.push(temp.empty? ? 0 : temp)
    }
    return category
    end

    #--------------------------------------------------------------------------
    # * Tier?
    #--------------------------------------------------------------------------
    def self.tier?(item)
    progress = $game_party.achievements[find_achievement_index(item[:Name])]
    item[:Tiers].size.times { |i|
    return item[:Tiers].size - 1 if item[:Tiers][-1] == progress
    return i if item[:Tiers][i] > progress
    }
    end

    #--------------------------------------------------------------------------
    # * Locked?
    #--------------------------------------------------------------------------
    def self.locked?(item)
    item = Achievements[find_achievement_index(item)] if item.is_a?(String)
    return false if item[:Prerequisite] == :none
    return completed?(item) ? false : true
    end

    #--------------------------------------------------------------------------
    # * Completed?
    #--------------------------------------------------------------------------
    def self.completed?(item)
    index = item[:Prerequisite][0]
    limit = item[:Prerequisite][1]
    tier = item[:Prerequisite][2]
    return $game_party.achievement_repeated[index] >= limit && $game_party.achievements[index] >= tier ? true : false
    end


    #--------------------------------------------------------------------------
    # * Find Achievement Index
    #--------------------------------------------------------------------------
    def self.find_achievement_index(item)
    Achievements.size.times { |index|
    return index if item == Achievements[index][:Name]
    }
    end

    #--------------------------------------------------------------------------
    # * Find Category Index
    #--------------------------------------------------------------------------
    def self.find_category_index(item)
    Achievement_Categories.size.times { |index|
    return index if item[index][0] == Achievement_Categories[index]
    }
    end

    #--------------------------------------------------------------------------
    # * Get Achievement Point Rewards
    #--------------------------------------------------------------------------
    def self.get_point_rewards
    Achievement_Point_Rewards.each { |value|
    return value[0] if value[0] > $game_party.achievement_points
    }
    return Achievement_Point_Rewards[-1][0]
    end

    #--------------------------------------------------------------------------
    # * Get Achievement Status
    #--------------------------------------------------------------------------
    def self.get_achievement_status
    status = []
    Achievements.each_value { |value|
    value[:Prerequisite] == :none ? status.push(:Unlocked) : status.push(:Locked)
    }
    return status
    end

    end

    #================================================= ==========================
    # *** Window Menu Command
    #================================================= ==========================
    class Window_MenuCommand < Window_Command

    #--------------------------------------------------------------------------
    # * Aliases
    #--------------------------------------------------------------------------
    alias :clstn_achievements_add_original_commands :add_original_commands
    alias :clstn_achievements_initialize :initialize

    #--------------------------------------------------------------------------
    # * Initialize
    #--------------------------------------------------------------------------
    def initialize
    clstn_achievements_initialize
    $game_party.notifications.clear
    $game_party.notification_enabled = false
    end

    #--------------------------------------------------------------------------
    # * Original Command
    #--------------------------------------------------------------------------
    def add_original_commands
    clstn_achievements_add_original_commands
    add_command("Трофеи", :achievements, true)
    end

    end

    #================================================= ==========================
    # *** Window Achievement Header
    #================================================= ==========================
    class Window_AchievementHeader < Window_Base

    #--------------------------------------------------------------------------
    # * Initialize
    #--------------------------------------------------------------------------
    def initialize
    super(0, 0, Graphics.width, 50)
    refresh
    end

    #--------------------------------------------------------------------------
    # * Refresh
    #--------------------------------------------------------------------------
    def refresh
    contents.font.size = 22
    next_reward = Clstn_Achievement_System::get_point_rewards
    change_color(text_color(Clstn_Achievement_System:: Achievement_Points_color))
    draw_icon(Clstn_Achievement_System::Achievement_Po ints_Icon, 10, 0)
    draw_text(35, 1, contents.width, contents.height, $game_party.achievement_points)
    change_color(text_color(0))
    draw_text( 0, 1, contents.width, contents.height, "Следующая награда: ", 1)
    change_color(text_color(Clstn_Achievement_System:: Achievement_Points_color))
    draw_icon(Clstn_Achievement_System::Achievement_Po ints_Icon, 315, 1)
    draw_text(340, 2, contents.width, contents.height, next_reward)
    end

    end

    #================================================= ==========================
    # *** Window Achievement Info
    #================================================= ==========================
    class Window_AchievementInfo < Window_Base

    #--------------------------------------------------------------------------
    # * Initialize
    #--------------------------------------------------------------------------
    def initialize
    super(Graphics.width - 250, 50, Graphics.width - 295, Graphics.height - 50)
    end

    #--------------------------------------------------------------------------
    # * Refresh
    #--------------------------------------------------------------------------
    def refresh(item, symbol)
    contents.clear
    @item = item
    if symbol == :category
    draw_name
    elsif symbol == :achievement
    @index = Clstn_Achievement_System::find_achievement_index(i tem[:Name])
    draw_name(false)
    draw_progress
    draw_reward
    end
    end

    #--------------------------------------------------------------------------
    # * Draw Name
    #--------------------------------------------------------------------------
    def draw_name(enabled = true)
    draw_information(22, enabled ? 16 : 0, 0, 0, enabled ? @item[0] : @item[:Name], 1)
    draw_information(20, enabled ? 0 : 16, 0, 30, enabled ? @item[1] : @item[:Help])
    end

    #--------------------------------------------------------------------------
    # * Draw Progress
    #--------------------------------------------------------------------------
    def draw_progress
    tier = Clstn_Achievement_System::tier?(@item)
    draw_information(22, 0, 0, 60, "Прогресс")
    draw_horz_line(75)
    draw_information(20, 0, 0, 90, "Уровень: ")
    draw_information(20, 16, 70, 90, tier)
    draw_information(20, 0, 0, 120, "Задача: ")
    draw_information(20, 16, 90, 120, $game_party.achievements[@index].to_s + "/" + @item[:Tiers][tier].to_s)
    draw_gauge(0, 142, contents.width, get_achievement_rate(@item[:Tiers][tier], @index), text_color(22), text_color(23))
    end

    #--------------------------------------------------------------------------
    # * Draw Rewards
    #--------------------------------------------------------------------------
    def draw_reward
    repeatable = check_variable_condition(@item[:Repeatable], false)
    gold = check_variable_condition(@item[:RewardGold], :none)
    points = check_variable_condition(@item[:AchievementPoints], :none)
    title = check_variable_condition(@item[:Title], :none)
    item_reward = check_variable_condition(@item[:RewardItem], :none)
    draw_horz_line(185)
    draw_information(22, 0, 0, 170, "Награда")
    draw_information(20, 0, 0, 200, "Предмет: ")
    if item_reward == "-"
    draw_information(20, 16, 75, 200, "-")
    else
    draw_item_name($game_party.get_item(item_reward), 50, 204, true, 172)
    end
    draw_information(20, 0, 0, 230, "Денюжки: ")
    draw_information(20, 17, 75, 230, gold)
    draw_information(20, 0, 0, 260, "Название: ")
    draw_information(20, 16, 75, 260, title)
    draw_information(20, 21, 25, 289, points)
    draw_icon(Clstn_Achievement_System::Achievement_Po ints_Icon, 0, 290)
    draw_prerequisites(repeatable)
    end

    #--------------------------------------------------------------------------
    # * Draw Prerequisites
    #--------------------------------------------------------------------------
    def draw_prerequisites(repeatable)
    draw_information(18, 16, 0, 320, "Повторять") if repeatable && $game_party.achievement_repeated[@index] == -1 && $game_party.achievement_status[@index] != :Locked
    draw_information(18, 16, 0, 320, "Повторный" + " " + $game_party.achievement_repeated[@index].to_s + "/" + Clstn_Achievement_System::Achievements[@index][:Repeatable].to_s) if repeatable && $game_party.achievement_repeated[@index] >= 0
    pre_achievement = Clstn_Achievement_System::Achievements
    if $game_party.achievement_status[@index] == :Locked
    pre_achievement = Clstn_Achievement_System::Achievements
    current_information = $game_party.achievement_repeated[@item[:Prerequisite][0]] >= @item[:Prerequisite][1] ? 2 : 1
    time = (@item[:Prerequisite][current_information] - pre_achievement[@index][:Prerequisite][current_information]) == 1 ? "Однажды" : " раз"
    prerequisite = time == "однажды" ? "" : @item[:Prerequisite][current_information]
    draw_information(18, 16, 0, 320, line = current_information == 1 ? "Задача " : "Добавлено ")
    draw_information(18, 21, text_size(line).width, 320, name = pre_achievement[@item[:Prerequisite][0]][:Name])
    draw_information(18, 16, text_size(line).width + text_size(name).width, 320, " " + prerequisite.to_s + time)
    end
    end

    #--------------------------------------------------------------------------
    # * Check Variable Condition
    #--------------------------------------------------------------------------
    def check_variable_condition(variable, condition)
    return variable == condition ? condition == false ? false : "-" : condition == false ? true : variable
    end

    #--------------------------------------------------------------------------
    # * Draw Information
    #--------------------------------------------------------------------------
    def draw_information(font_size, color_id, x, y, text, allignment = 0)
    contents.font.size = font_size
    change_color(text_color(color_id))
    draw_text(x, y, contents.width, 30, text, allignment)
    end

    #--------------------------------------------------------------------------
    # * Draw Item Name
    #--------------------------------------------------------------------------
    def draw_item_name(item, x, y, enabled = true, width = 172)
    return unless item
    draw_icon(item.icon_index, x, y, enabled)
    change_color(text_color(16), enabled)
    draw_text(x + 24, y, width, line_height, item.name)
    end

    #--------------------------------------------------------------------------
    # * To Tier Number
    #--------------------------------------------------------------------------
    def to_tier(tier)
    case tier
    when 0
    return "I"
    when 1
    return "II"
    when 2
    return "III"
    when 3
    return "IV"
    when 4
    return "V"
    when 5
    return "VI"
    when 6
    return "VII"
    when 7
    return "VIII"
    when 8
    return "IX"
    when 9
    return "X"
    end
    end

    #--------------------------------------------------------------------------
    # * Get Achievement Rate
    #--------------------------------------------------------------------------
    def get_achievement_rate(objective, index)
    return ($game_party.achievements[index].to_f / objective.to_f)
    end

    #--------------------------------------------------------------------------
    # * Draw Horizontal Line
    #--------------------------------------------------------------------------
    def draw_horz_line(y)
    line_y = y + line_height / 2 - 1
    contents.fill_rect(0, line_y, contents_width, 2, text_color(16))
    end

    end

    #================================================= ==========================
    # *** Window Achievements
    #================================================= ==========================
    class Window_Achievements < Window_Selectable

    #--------------------------------------------------------------------------
    # * Initialize
    #--------------------------------------------------------------------------
    def initialize(x, y, width, height)
    super
    @achievement_info_window = Window_AchievementInfo.new
    @data = []
    @category = []
    @achievements = []
    @category_icons = []
    set_category_icons
    refresh
    select(0)
    end

    #--------------------------------------------------------------------------
    # * Category Icons
    #--------------------------------------------------------------------------
    def set_category_icons
    Clstn_Achievement_System::Achievement_Categories.e ach { |value|
    @category_icons.push(Clstn_Achievement_System::Cat egory_Icon_Disabled)
    }
    end

    #--------------------------------------------------------------------------
    # * Get Item
    #--------------------------------------------------------------------------
    def item
    @data && index >= 0 ? @data[index] : nil
    end

    #--------------------------------------------------------------------------
    # * Get Item Max
    #--------------------------------------------------------------------------
    def item_max
    @data ? @data.size : 1
    end

    #--------------------------------------------------------------------------
    # * Make Item List
    #--------------------------------------------------------------------------
    def make_item_list
    @category = Clstn_Achievement_System::get_achievement_categori es unless !@category.empty?
    @achievements = Clstn_Achievement_System::get_category_achievement s unless !@achievements.empty?
    @data = Clstn_Achievement_System::get_achievement_categori es unless !@data.empty?
    end

    #--------------------------------------------------------------------------
    # * Draw Item
    #--------------------------------------------------------------------------
    def draw_item(index)
    contents.font.size = 22
    @category_helper = index == 0 ? index : @category_helper
    item = @data[index]
    rect = item_rect(index)
    change_color(text_color(0))
    if item && category?(item)
    draw_icon(@category_icons[@category_helper], rect.x + 10, rect.y)
    draw_text(rect.x + 40, rect.y, contents.width - 40, line_height, item)
    @category_helper += 1
    elsif item
    id = Clstn_Achievement_System::find_achievement_index(i tem)
    temp = find_item_achievement(item)
    change_color(text_color(21)) if $game_party.achievement_status[id] == :Completed && (Clstn_Achievement_System::Achievement_Display == :Color || Clstn_Achievement_System::Achievement_Display == :Both)
    if Clstn_Achievement_System::Achievement_Display == :Icon || Clstn_Achievement_System::Achievement_Display == :Both
    if $game_party.achievement_status[id] == :Completed
    icon = Clstn_Achievement_System::Achievement_Completed_Ic on
    elsif $game_party.achievement_status[id] == :Locked
    icon = Clstn_Achievement_System::Achievement_Locked_Icon
    else
    icon = Clstn_Achievement_System::Achievement_Unlocked_Ico n
    end
    draw_icon(icon, rect.x + 7, rect.y)
    else
    draw_icon(Clstn_Achievement_System::Achievement_Un locked_Icon, rect.x + 7, rect.y)
    end
    draw_text(rect.x + 35, rect.y, rect.width, line_height, item)
    contents.font.size = 15
    change_color(text_color(16))
    draw_text(227, rect.y + 1, rect.width, line_height, "Закрыто") if $game_party.achievement_status[id] == :Locked
    change_color(text_color(0))
    end
    end

    #--------------------------------------------------------------------------
    # * Item Rect
    #--------------------------------------------------------------------------
    def item_rect(index)
    update_info_window(@data[index])
    x_spacing = category?(@data[index]) ? 0 : 20
    rect = Rect.new
    rect.width = item_width - x_spacing
    rect.height = item_height
    rect.x = index % col_max * (item_width + spacing) + x_spacing
    rect.y = index / col_max * item_height
    rect
    end

    #--------------------------------------------------------------------------
    # * Update Info Window
    #--------------------------------------------------------------------------
    def update_info_window(item)
    if category?(item)
    item = find_item_category(item)
    symbol = :category
    else
    item = find_item_achievement(item)
    symbol = :achievement
    end
    @achievement_info_window.refresh(item, symbol)
    end

    #--------------------------------------------------------------------------
    # * Find Item Achievement
    #--------------------------------------------------------------------------
    def find_item_achievement(item)
    Clstn_Achievement_System::Achievements.each_value { |value|
    return value if value[:Name] == item
    }
    end

    #--------------------------------------------------------------------------
    # * Find Item Category
    #--------------------------------------------------------------------------
    def find_item_category(item)
    Clstn_Achievement_System::Achievement_Categories.e ach { |value|
    return value if value[0] == item
    }
    end

    #--------------------------------------------------------------------------
    # * Expand
    #--------------------------------------------------------------------------
    def expand
    data_index = get_data_index(item)
    @category_index = get_category_index(item)
    if category?(item)
    @category_icons[@category_index] = @category_icons[@category_index] == Clstn_Achievement_System::Category_Icon_Enabled ? Clstn_Achievement_System::Category_Icon_Disabled : Clstn_Achievement_System::Category_Icon_Enabled
    if @achievements[@category_index] != 0
    @achievements[@category_index].size.times { |i|
    expanded?(@category_index) ? @data.insert(data_index + 1 + i, @achievements[@category_index][i]) : @data.delete_at(data_index + 1)
    }
    end
    end
    refresh
    end

    #--------------------------------------------------------------------------
    # * Get Category Index
    #--------------------------------------------------------------------------
    def get_category_index(item)
    @category.size.times { |index|
    return index if @category[index] == item
    }
    end

    #--------------------------------------------------------------------------
    # * Get Data Index
    #--------------------------------------------------------------------------
    def get_data_index(item)
    @data.size.times { |index|
    return index if @data[index] == item
    }
    end

    #--------------------------------------------------------------------------
    # * Expanded?
    #--------------------------------------------------------------------------
    def expanded?(index)
    return @category_icons[index] == Clstn_Achievement_System::Category_Icon_Enabled && @category[index] != 0 ? true : false
    end

    #--------------------------------------------------------------------------
    # * Category?
    #--------------------------------------------------------------------------
    def category?(item)
    return @category.include?(item)
    end

    #--------------------------------------------------------------------------
    # * Refresh
    #--------------------------------------------------------------------------
    def refresh
    make_item_list
    create_contents
    draw_all_items
    end

    #--------------------------------------------------------------------------
    # * Dispose
    #--------------------------------------------------------------------------
    def dispose
    super
    @achievement_info_window.dispose
    end

    end

    #================================================= ==========================
    # *** Class Window_AchievementNotification
    #================================================= ==========================
    class Window_AchievementNotification < Window_Base

    #--------------------------------------------------------------------------
    # * Initialize
    #--------------------------------------------------------------------------
    def initialize
    @window = $game_party.notifications[0][1]
    @item = $game_party.notifications[0][0]
    super(x, 0, width, height)
    $game_party.notification_enabled = false
    refresh
    end

    #--------------------------------------------------------------------------
    # * Aliases
    #--------------------------------------------------------------------------
    alias :clstn_update_windowbase :update

    #--------------------------------------------------------------------------
    # * Get x
    #--------------------------------------------------------------------------
    def x
    case @window
    when :completed
    return Graphics.width / 4
    when :unlocked
    return Graphics.width / 4 + 28
    when oints
    return Graphics.width / 4 - 3
    end
    end

    #--------------------------------------------------------------------------
    # * Get Width
    #--------------------------------------------------------------------------
    def width
    case @window
    when :completed
    return Graphics.width / 2
    when :unlocked
    return Graphics.width / 2 - 56
    when oints
    return Graphics.width / 2 + 6
    end
    end

    #--------------------------------------------------------------------------
    # * Get Height
    #--------------------------------------------------------------------------
    def height
    case @window
    when :completed
    return Graphics.height - 310
    when :unlocked
    return 0 if @item.empty?
    return 50 + @item.size * 25
    when oints
    return 50 + @item[1].size * 26
    end
    end

    #--------------------------------------------------------------------------
    # * Refresh
    #--------------------------------------------------------------------------
    def refresh
    contents.clear
    RPG::SE.new(Clstn_Achievement_System::Notification _Sound, 80, 100).play
    case @window
    when :completed
    draw_completed
    when :unlocked
    draw_unlocked
    when oints
    draw_points
    end
    end

    #--------------------------------------------------------------------------
    # * Notification: Achievement Completed
    #--------------------------------------------------------------------------
    def draw_completed
    title = @item[:Title] == :none ? "-" : @item[:Title].to_s
    points = @item[:AchievementPoints] == :none ? "-" : @item[:AchievementPoints]
    contents.font.size = 20
    draw_text(0, 0, contents.width, 20, "Трофей получен!", 1)
    draw_horz_line(10)
    contents.font.size = 19
    draw_text(0, 20, contents.width, 30, @item[:Name], 1)
    draw_text(0, 40, contents.width, 30, "Название: " + title, 1)
    change_color(text_color(16))
    draw_icon(Clstn_Achievement_System::Achievement_Po ints_Icon, 90, 60)
    change_color(text_color(21))
    draw_text(115, 60, contents.width, 30, points, 0)
    end

    #--------------------------------------------------------------------------
    # * Notification: Achievement Unlocked
    #--------------------------------------------------------------------------
    def draw_unlocked
    contents.font.size = 20
    draw_text(0, 0, contents.width, 20, "Трофей разблокирован", 1)
    draw_horz_line(10)
    @item.size.times { |i|
    draw_text(0, 30 + 25 * i, contents.width, 20, @item[i], 1)
    }
    end

    #--------------------------------------------------------------------------
    # * Notification: Achievement Points Reached
    #--------------------------------------------------------------------------
    def draw_points
    draw_text(0, 0, contents.width, 20, "Награда за трофей", 1)
    draw_horz_line(13)
    i = 0
    @item[1].each { |key|
    item = key
    draw_item_name($game_party.get_item(item), key[2], 0, 30 + 25 * i)
    i += 1
    }
    end

    #--------------------------------------------------------------------------
    # * Draw Item Name
    #--------------------------------------------------------------------------
    def draw_item_name(item, amount, x, y)
    return unless item
    contents.font.size = 21
    draw_icon(item.icon_index, x, y)
    draw_text(x + 24, y, contents.width, line_height, item.name)
    change_color(text_color(16))
    contents.font.size = 18
    draw_text(0, y - 1, contents.width, 30, "x" + amount.to_s, 2)
    change_color(text_color(0))
    end

    #--------------------------------------------------------------------------
    # * Draw Horizontal Line
    #--------------------------------------------------------------------------
    def draw_horz_line(y)
    line_y = y + line_height / 2 - 1
    contents.fill_rect(0, line_y, contents_width, 2, text_color(16))
    end

    #--------------------------------------------------------------------------
    # * Frame Update
    #--------------------------------------------------------------------------
    def update
    if !disposed? && self.opacity > 0
    self.opacity -= 1
    self.contents_opacity -= 1
    self.back_opacity -= 1
    else
    $game_party.notifications.delete_at(0) unless $game_party.notifications.empty?
    if !$game_party.notifications.empty?
    $game_party.notification_enabled = true
    SceneManager.call(Scene_Map)
    else
    $game_party.notification_enabled = false
    end
    end
    end

    end

    #================================================= ==========================
    # *** Scene Menu
    #================================================= ==========================
    class Scene_Menu < Scene_MenuBase

    #--------------------------------------------------------------------------
    # * Aliases
    #--------------------------------------------------------------------------
    alias :clstn_create_command_window :create_command_window

    #--------------------------------------------------------------------------
    # * Create Command Window
    #--------------------------------------------------------------------------
    def create_command_window
    clstn_create_command_window
    @command_window.set_handler(:achievements, method(:command_achievements))
    end

    #--------------------------------------------------------------------------
    # * Command Achievements
    #--------------------------------------------------------------------------
    def command_achievements
    SceneManager.call(Scene_Achievements)
    end

    end

    #================================================= ==========================
    # *** Scene Achievements
    #================================================= ==========================
    class Scene_Achievements < Scene_Base

    #--------------------------------------------------------------------------
    # * Start Processing
    #--------------------------------------------------------------------------
    def start
    create_main_viewport
    create_achievement_windows
    end

    #--------------------------------------------------------------------------
    # * Create Achievement Window
    #--------------------------------------------------------------------------
    def create_achievement_windows
    create_achievement_header_window
    create_achievement_window
    end

    #--------------------------------------------------------------------------
    # * Create Achievement Header Window
    #--------------------------------------------------------------------------
    def create_achievement_header_window
    @achievementheader_window = Window_AchievementHeader.new
    end

    #--------------------------------------------------------------------------
    # * Create Achievement Window
    #--------------------------------------------------------------------------
    def create_achievement_window
    @achievement_window = Window_Achievements.new(0, 50, Graphics.width - 250, Graphics.height - 50)
    @achievement_window.set_handler(k, method(:expand_ok ))
    @achievement_window.set_handler(:cancel, method(:return_scene))
    @achievement_window.activate
    end

    #--------------------------------------------------------------------------
    # * Expand [OK]
    #--------------------------------------------------------------------------
    def expand_ok
    @achievement_window.expand
    @achievement_window.activate
    end

    end

    #================================================= ==========================
    # *** Class Scene_Map
    #================================================= ==========================
    class Scene_Map < Scene_Base

    #--------------------------------------------------------------------------
    # * Aliases
    #--------------------------------------------------------------------------
    alias :clstn_create_all_windows_scene_map :create_all_windows

    #--------------------------------------------------------------------------
    # * Create All Windows
    #--------------------------------------------------------------------------
    def create_all_windows
    clstn_create_all_windows_scene_map
    create_notification_window unless Clstn_Achievement_System::Notification_Window == false || $game_party.notification_enabled == false
    end

    #--------------------------------------------------------------------------
    # * Create Notification Window
    #--------------------------------------------------------------------------
    def create_notification_window
    @notification_window = Window_AchievementNotification.new
    @notification_window.viewport = @viewport
    end

    end

    #================================================= ==========================
    # *** Class Game_Party
    #================================================= ==========================
    class Game_Party < Game_Unit

    attr_accessor :achievements
    attr_accessor :achievement_points
    attr_accessor :achievement_repeated
    attr_accessor :achievement_status
    attr_accessor :notification_enabled
    attr_accessor :notifications
    #--------------------------------------------------------------------------
    # * Aliased
    #--------------------------------------------------------------------------
    alias :clstn_achievements_gameparty_initialize :initialize

    #--------------------------------------------------------------------------
    # * Initialize
    #--------------------------------------------------------------------------
    def initialize
    clstn_achievements_gameparty_initialize
    @notification_enabled = false
    @achievement_points = 0
    @notifications = []
    @achievements = []
    @achievement_repeated = []
    @achievement_status = []
    init_achievements
    init_achievement_repeated
    init_achievement_status
    end

    #--------------------------------------------------------------------------
    # * Initialize Achievements
    #--------------------------------------------------------------------------
    def init_achievements
    Clstn_Achievement_System::Achievements.each_value { |value|
    @achievements.push(0)
    }
    end

    #--------------------------------------------------------------------------
    # * Initialize Achievement Repeated
    #--------------------------------------------------------------------------
    def init_achievement_repeated
    Clstn_Achievement_System::Achievements.each_value { |value|
    @achievement_repeated.push(-1)
    }
    end

    #--------------------------------------------------------------------------
    # * Initialize Achievement Status
    #--------------------------------------------------------------------------
    def init_achievement_status
    @achievement_status = Clstn_Achievement_System::get_achievement_status
    end

    #--------------------------------------------------------------------------
    # * Achievement Completed
    #--------------------------------------------------------------------------
    def achievement_completed(index)
    array = Clstn_Achievement_System::Achievements[index]
    if @achievements[index] >= array[:Tiers][-1]
    check_status_completed(index)
    @achievements[index] = array[:Tiers][array[:Tiers].size - 1]
    next_reward = Clstn_Achievement_System::get_point_rewards
    gain_gold(array[:RewardGold]) unless array[:RewardGold] == :none
    gain_item(get_item(array[:RewardItem]), array[:RewardItem][2]) unless array[:RewardItem] == :none
    @achievement_points += array[:AchievementPoints] unless array[:AchievementPoints] == :none
    notification(array, :completed)
    next_achievement(next_reward)
    end
    unlocked = check_unlock(index)
    notification(unlocked, :unlocked) unless unlocked.empty?
    end

    #--------------------------------------------------------------------------
    # * Next Achievement
    #--------------------------------------------------------------------------
    def next_achievement(next_reward)
    if @achievement_points >= next_reward
    array = Clstn_Achievement_System::Achievement_Point_Reward s
    index = find_achievement_reward_index(next_reward)
    array[index][1].each { |key|
    item = key
    gain_item(get_item(item), key[2])
    }
    notification(array[index], oints)
    end
    end

    #--------------------------------------------------------------------------
    # * Find Achievement Reward Index
    #--------------------------------------------------------------------------
    def find_achievement_reward_index(next_reward)
    array = Clstn_Achievement_System::Achievement_Point_Reward s
    array.size.times { |index|
    return index if array[index][0] == next_reward
    }
    end

    #--------------------------------------------------------------------------
    # * Check Status Completed
    #--------------------------------------------------------------------------
    def check_status_completed(index)
    array = Clstn_Achievement_System::Achievements[index]
    if array[:Repeatable] == false
    @achievement_status[index] = :Completed if array[:Tiers][-1] == @achievements[index]
    else
    @achievement_status[index] = :Completed if array[:Tiers][-1] == @achievements[index] && @achievement_repeated[index] == array[:Repeatable]
    end
    end

    #--------------------------------------------------------------------------
    # * Check Unlocked
    #--------------------------------------------------------------------------
    def check_unlock(index)
    unlocked = []
    item = Clstn_Achievement_System::Achievements
    Clstn_Achievement_System::Achievements.size.times { |i|
    unlocked.push(item[i][:Name]) if completed?(item[i], index, i)
    }
    return unlocked
    end

    #--------------------------------------------------------------------------
    # * Completed?
    #--------------------------------------------------------------------------
    def completed?(item, index, i)
    return false if item[:Prerequisite] == :none
    if item[:Prerequisite][0] == index
    limit = item[:Prerequisite][1]
    tier = item[:Prerequisite][2]
    if @achievements[index] >= tier && @achievement_repeated[index] >= limit && @achievement_status[i] == :Locked
    @achievement_status[i] = :Unlocked
    return true
    else
    return false
    end
    end
    end

    #--------------------------------------------------------------------------
    # * Get Item
    #--------------------------------------------------------------------------
    def get_item(item)
    case item[0]
    when 0; item = $data_items[item[1]]
    when 1; item = $data_weapons[item[1]]
    when 2; item = $data_armors[item[1]]
    end
    return item
    end

    #--------------------------------------------------------------------------
    # * Notifications [Trigger]
    #--------------------------------------------------------------------------
    def notification(item, symbol)
    @notification_enabled = true
    temp = [item, symbol]
    @notifications.push(temp)
    SceneManager.call(Scene_Map) unless @notifications.size > 1
    end

    end

    #================================================= ==========================
    # *** Class Game_Interpreter
    #================================================= ==========================
    class Game_Interpreter

    #--------------------------------------------------------------------------
    # * Increase Achievements
    #--------------------------------------------------------------------------
    def gain_achievement(amount, index)
    item = Clstn_Achievement_System::Achievements[index]
    tier = Clstn_Achievement_System::tier?(Clstn_Achievement_ System::Achievements[index])
    if $game_party.achievements[index] != item[:Tiers][-1]
    if !Clstn_Achievement_System::locked?(item)
    if amount <= item[:Tiers][tier]
    $game_party.achievements[index] += amount
    set_achievement(item[:Tiers][tier], index) if $game_party.achievements[index] > Clstn_Achievement_System::Achievements[index][:Tiers][tier]
    else
    set_achievement(item[:Tiers][tier], index)
    end
    end
    $game_party.achievement_completed(index)
    if $game_party.achievements[index] == item[:Tiers][-1] && item[:Repeatable] != false && item[:Repeatable] > $game_party.achievement_repeated[index]
    $game_party.achievements[index] = 0
    $game_party.achievement_repeated[index] += 1
    end
    end
    end

    #--------------------------------------------------------------------------
    # * Decrease Achievements
    #--------------------------------------------------------------------------
    def lose_achievement(amount, index)
    item = Clstn_Achievement_System::Achievements[index]
    if $game_party.achievements[index] != item[:Tiers][-1]
    $game_party.achievements[index] -= amount unless Clstn_Achievement_System::locked?(Clstn_Achievemen t_System::Achievements[index])
    end
    end

    #--------------------------------------------------------------------------
    # * Set Achievements
    #--------------------------------------------------------------------------
    def set_achievement(amount, index)
    item = Clstn_Achievement_System::Achievements[index]
    if $game_party.achievements[index] != item[:Tiers][-1]
    $game_party.achievements[index] = amount unless Clstn_Achievement_System::locked?(Clstn_Achievemen t_System::Achievements[index])
    $game_party.achievement_completed(index)
    if $game_party.achievements[index] == item[:Tiers][-1] && item[:Repeatable] != false && item[:Repeatable] > $game_party.achievement_repeated[index]
    $game_party.achievements[index] = 0
    $game_party.achievement_repeated[index] += 1
    end
    end
    end

    #--------------------------------------------------------------------------
    # * Gain Achievement Points
    #--------------------------------------------------------------------------
    def gain_achievement_points(amount)
    $game_party.achievement_points += amount
    end

    #--------------------------------------------------------------------------
    # * Lose Achievement Points
    #--------------------------------------------------------------------------
    def lose_achievement_points(amount)
    $game_party.achievement_points -= amount
    end

    #--------------------------------------------------------------------------
    # * Set Achievement Points
    #--------------------------------------------------------------------------
    def set_achievement_points(amount)
    $game_party.achievement_points = amount
    end

    #--------------------------------------------------------------------------
    # * Get Achievement Name
    #--------------------------------------------------------------------------
    def achievement_name(index)
    return Clstn_Achievement_System::Achievements[index][:Name]
    end

    #--------------------------------------------------------------------------
    # * Get Achievement Item Reward
    #--------------------------------------------------------------------------
    def achievement_item(index)
    return $game_party.get_item(Clstn_Achievement_System::Ach ievements[index][:RewardItem]).name
    end

    #--------------------------------------------------------------------------
    # * Get Achievement Gold Reward
    #--------------------------------------------------------------------------
    def achievement_gold(index)
    return Clstn_Achievement_System::Achievements[index][:RewardGold]
    end

    #--------------------------------------------------------------------------
    # * Get Achievement Points Reward
    #--------------------------------------------------------------------------
    def achievement_points(index)
    return Clstn_Achievement_System::Achievements[index][:AchievementPoints]
    end

    #--------------------------------------------------------------------------
    # * Disable Achievements
    #--------------------------------------------------------------------------
    def achievement_title(index)
    return Clstn_Achievement_System::Achievements[index][:Title]
    end

    #--------------------------------------------------------------------------
    # * Get Achievement Times Repeated
    #--------------------------------------------------------------------------
    def achievement_repeated(index)
    return $game_party.achievement_repeated[index]
    end

    #--------------------------------------------------------------------------
    # * Get Achievement Progress
    #--------------------------------------------------------------------------
    def achievement_progress(index)
    return $game_party.achievements[index]
    end

    #--------------------------------------------------------------------------
    # * Get Achievement Status
    #--------------------------------------------------------------------------
    def achievement_status(index)
    return false if Clstn_Achievement_System::Achievement[index][:Repeatable] == false
    return $game_party.achievement_status[index]
    end

    #--------------------------------------------------------------------------
    # * Get Party Achievement Points
    #--------------------------------------------------------------------------
    def party_achievement_points
    return $game_party.achievement_points
    end

    end
    Последний раз редактировалось Пётр; 04.07.2018 в 09:48.

  2. #2
    Администратор Аватар для Пётр
    Информация о пользователе
    Регистрация
    24.04.2014
    Адрес
    Краснодар
    Сообщений
    3,992
    Записей в дневнике
    6
    Репутация: 132 Добавить или отнять репутацию

    По умолчанию

    А ничего ты не сделаешь.
    Обновил/добавил скрипт, начинай игру сначала.
    Всё.

  3. #3
    Пользователь Аватар для Urban Wolfling
    Информация о пользователе
    Регистрация
    07.10.2016
    Сообщений
    62
    Записей в дневнике
    7
    Репутация: 4 Добавить или отнять репутацию

    По умолчанию

    Сделай вывод с помощью команды p

    Код:
    def self.tier?(item)
    progress = $game_party.achievements[find_achievement_index(item[:Name])]
    p progress
    item[:Tiers].size.times { |i|
    return item[:Tiers].size - 1 if item[:Tiers][-1] == progress
    p item[:Tiers][i]
    return i if item[:Tiers][i] > progress
    }
    end
    Запусти игру в тех же обстоятельствах, и посмотри в консоль, что запускается вместе с игрой во время теста.

  4. #4

    По умолчанию

    как посмотреть в консоль? что нажать?

  5. #5
    Пользователь Аватар для Urban Wolfling
    Информация о пользователе
    Регистрация
    07.10.2016
    Сообщений
    62
    Записей в дневнике
    7
    Репутация: 4 Добавить или отнять репутацию

    По умолчанию

    Во время запуска игры из редактора вместе с окном игры запускается ещё одно окно. С тем кодом, который я дал тебе, во второе окно должно вывестись несколько строк.

    То есть ты должен заменить функцию def self.tier?(item) на ту, которую дал я, запустить игру из редактора и загрузить сохранение. То есть - воспроизвести ошибку.

  6. #6

    По умолчанию

    как сюда вставить картинку?
    https://hostingkartinok.com/show-ima...fe581e5eb68d2e
    Последний раз редактировалось Kio Kikosoff; 04.07.2018 в 12:40.

  7. #7
    Пользователь Аватар для Urban Wolfling
    Информация о пользователе
    Регистрация
    07.10.2016
    Сообщений
    62
    Записей в дневнике
    7
    Репутация: 4 Добавить или отнять репутацию

    По умолчанию

    На любой хостинг с возвомжностью прямых ссылок, и во время письма кнопкой "вставить изображение".

  8. #8
    Администратор Аватар для Пётр
    Информация о пользователе
    Регистрация
    24.04.2014
    Адрес
    Краснодар
    Сообщений
    3,992
    Записей в дневнике
    6
    Репутация: 132 Добавить или отнять репутацию

    По умолчанию

    Цитата Сообщение от Kio Kikosoff Посмотреть сообщение
    [IMG][/IMG]

    как сюда вставить картинку?
    Ссылку на картинку дай. Или ты её с рабочего стола пытаешься загрузить?

  9. #9

  10. #10
    Пользователь Аватар для Urban Wolfling
    Информация о пользователе
    Регистрация
    07.10.2016
    Сообщений
    62
    Записей в дневнике
    7
    Репутация: 4 Добавить или отнять репутацию

    По умолчанию

    Недоступно или удалено...

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Ошибка скрипта (Achievement System)  после обновления (загрузка сейва игры)