Таннари
Эм, ну это оно и есть.
Вид для печати
Таннари
Эм, ну это оно и есть.
Да это оно и есть , просто JP переименуй в LP , и сделай получение только по уровню. И будет тебя счастье.
Спойлер JP:Код:#==============================================================================
#
# ▼ Yanfly Engine Ace - JP Manager v1.00
# -- Last Updated: 2012.01.07
# -- Level: Normal, Hard
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-JPManager"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.01.07 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script provides a base for JP implementation. JP is a currency similar
# to EXP that's gained through performing actions and leveling up in addition
# to killing enemies. This script provides modifiers that adjust the gains for
# JP through rates, individual gains per skill or item, and per enemy. Though
# this script provides no usage of JP by itself, future Yanfly Engine Ace
# scripts may make use of it.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Actor Notetags - These notetags go in the actors notebox in the database.
# -----------------------------------------------------------------------------
# <jp rate: x%>
# Changes the JP earned rate to x%. This affects JP earned and not JP directly
# gained. If this notetag isn't used, the object will default to 100%.
#
# -----------------------------------------------------------------------------
# Class Notetags - These notetags go in the class notebox in the database.
# -----------------------------------------------------------------------------
# <jp rate: x%>
# Changes the JP earned rate to x%. This affects JP earned and not JP directly
# gained. If this notetag isn't used, the object will default to 100%.
#
# -----------------------------------------------------------------------------
# Skill Notetags - These notetags go in the skills notebox in the database.
# -----------------------------------------------------------------------------
# <jp gain: x>
# When the actor successfully hits an target with this action, the actor will
# earn x JP. If this notetag isn't used, the amount of JP earned will equal to
# the ACTION_JP constant in the module.
#
# -----------------------------------------------------------------------------
# Item Notetags - These notetags go in the items notebox in the database.
# -----------------------------------------------------------------------------
# <jp gain: x>
# When the actor successfully hits an target with this action, the actor will
# earn x JP. If this notetag isn't used, the amount of JP earned will equal to
# the ACTION_JP constant in the module.
#
# -----------------------------------------------------------------------------
# Weapon Notetags - These notetags go in the weapon notebox in the database.
# -----------------------------------------------------------------------------
# <jp rate: x%>
# Changes the JP earned rate to x%. This affects JP earned and not JP directly
# gained. If this notetag isn't used, the object will default to 100%.
#
# -----------------------------------------------------------------------------
# Armour Notetags - These notetags go in the armour notebox in the database.
# -----------------------------------------------------------------------------
# <jp rate: x%>
# Changes the JP earned rate to x%. This affects JP earned and not JP directly
# gained. If this notetag isn't used, the object will default to 100%.
#
# -----------------------------------------------------------------------------
# Enemy Notetags - These notetags go in the enemy notebox in the database.
# -----------------------------------------------------------------------------
# <jp gain: x>
# Changes the amount of JP gained for killing the enemy to x. If this notetag
# isn't used, then the default JP gain will be equal to the amount set in the
# module through the constant ENEMY_KILL.
#
# -----------------------------------------------------------------------------
# State Notetags - These notetags go in the states notebox in the database.
# -----------------------------------------------------------------------------
# <jp rate: x%>
# Changes the JP earned rate to x%. This affects JP earned and not JP directly
# gained. If this notetag isn't used, the object will default to 100%.
#
# -----------------------------------------------------------------------------
# Script Calls - These commands are used with script calls.
# -----------------------------------------------------------------------------
# $game_actors[x].earn_jp(y)
# $game_actors[x].earn_jp(y, z)
# This will cause actor x to earn y amount of JP. JP earned will be modified by
# any JP Rate traits provided through notetags. If z is used, z will be the
# class the JP is earned for.
#
# $game_actors[x].gain_jp(y)
# $game_actors[x].gain_jp(y, z)
# This will cause actor x to gain y amount of JP. JP gained this way will not
# be modified by any JP Rate traits provided through notetags. If z is used,
# z will be the class the JP is gained for.
#
# $game_actors[x].lose_jp(y)
# $game_actors[x].lose_jp(y, z)
# This will cause actor x to lose y amount of JP. JP lost this way will not be
# modified by any JP Rate traits provided through notetags. If z is used, z
# will be the class the JP is lost from.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
# This script is compatible with Yanfly Engine Ace - Victory Aftermath v1.03+.
# If you wish to have Victory Aftermath display JP gains, make sure the version
# is 1.03+. Script placement of these two scripts don't matter.
#
#==============================================================================
module YEA
module JP
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - General JP Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# This adjusts the way JP appears visually in your game. Change the icon
# used and the vocabulary used here. Furthermore, adjust the maximum amount
# of JP that an actor can have at a time.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
ICON = 0 # Icon index used to represent JP.
VOCAB = " LP" # What JP will be called in your game.
MAX_JP = 99999999 # Maximum JP an actor can have.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Default JP Gain Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# The following constants adjust how much JP is earned by default through
# enemy kills, leveling up, and performing actions.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
ENEMY_KILL = 0 # JP earned for the whole party.
LEVEL_UP = 2 # JP earned when leveling up!
ACTION_JP = 0 # JP earned per successful hit.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Victory Message -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# This adjusts the victory message shown for the default battle system and
# the Yanfly Engine Ace - Victory Aftermath script (if used together).
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
VICTORY_MESSAGE = ""
VICTORY_AFTERMATH = ""
end # JP
end # YEA
#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
module YEA
module REGEXP
module BASEITEM
JP_RATE = /<(?:JP_RATE|jp rate):[ ](\d+)([%%])>/i
end # BASEITEM
module USABLEITEM
JP_GAIN = /<(?:JP_GAIN|jp gain):[ ](\d+)>/i
end # USABLEITEM
module ENEMY
JP_GAIN = /<(?:JP_GAIN|jp gain):[ ](\d+)>/i
end # ENEMY
end # REGEXP
end # YEA
#==============================================================================
# ■ Vocab
#==============================================================================
module Vocab
#--------------------------------------------------------------------------
# new method: self.jp
#--------------------------------------------------------------------------
def self.jp
return YEA::JP::VOCAB
end
end # Vocab
#==============================================================================
# ■ Icon
#==============================================================================
module Icon
#--------------------------------------------------------------------------
# self.jp
#--------------------------------------------------------------------------
def self.jp; return YEA::JP::ICON; end
end # Icon
#==============================================================================
# ■ Numeric
#==============================================================================
class Numeric
#--------------------------------------------------------------------------
# new method: group_digits
#--------------------------------------------------------------------------
unless $imported["YEA-CoreEngine"]
def group; return self.to_s; end
end # $imported["YEA-CoreEngine"]
end # Numeric
#==============================================================================
# ■ DataManager
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# alias method: load_database
#--------------------------------------------------------------------------
class <<self; alias load_database_jp load_database; end
def self.load_database
load_database_jp
load_notetags_jp
end
#--------------------------------------------------------------------------
# new method: load_notetags_jp
#--------------------------------------------------------------------------
def self.load_notetags_jp
groups = [$data_actors, $data_classes, $data_weapons, $data_armors,
$data_states, $data_enemies, $data_items, $data_skills]
for group in groups
for obj in group
next if obj.nil?
obj.load_notetags_jp
end
end
end
end # DataManager
#==============================================================================
# ■ RPG::BaseItem
#==============================================================================
class RPG::BaseItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :jp_rate
#--------------------------------------------------------------------------
# common cache: load_notetags_jp
#--------------------------------------------------------------------------
def load_notetags_jp
@jp_rate = 1.0
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::BASEITEM::JP_RATE
@jp_rate = $1.to_i * 0.01
#---
end
} # self.note.split
#---
end
end # RPG::BaseItem
#==============================================================================
# ■ RPG::UsableItem
#==============================================================================
class RPG::UsableItem < RPG::BaseItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :jp_gain
#--------------------------------------------------------------------------
# common cache: load_notetags_jp
#--------------------------------------------------------------------------
def load_notetags_jp
@jp_gain = YEA::JP::ACTION_JP
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::USABLEITEM::JP_GAIN
@jp_gain = $1.to_i
#---
end
} # self.note.split
#---
end
end # RPG::UsableItem
#==============================================================================
# ■ RPG::Enemy
#==============================================================================
class RPG::Enemy < RPG::BaseItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :jp_gain
#--------------------------------------------------------------------------
# common cache: load_notetags_jp
#--------------------------------------------------------------------------
def load_notetags_jp
@jp_gain = YEA::JP::ENEMY_KILL
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::ENEMY::JP_GAIN
@jp_gain = $1.to_i
#---
end
} # self.note.split
#---
end
end # RPG::Enemy
#==============================================================================
# ■ BattleManager
#==============================================================================
module BattleManager
#--------------------------------------------------------------------------
# alias method: display_exp
#--------------------------------------------------------------------------
unless $imported["YEA-VictoryAftermath"]
class <<self; alias battlemanager_display_exp_jp display_exp; end
def self.display_exp
battlemanager_display_exp_jp
gain_jp
end
end # $imported["YEA-VictoryAftermath"]
#--------------------------------------------------------------------------
# new method: gain_jp
#--------------------------------------------------------------------------
def self.gain_jp
amount = $game_troop.jp_total
fmt = YEA::JP::VICTORY_MESSAGE
for member in $game_party.members
member.earn_jp(amount)
next if $imported["YEA-VictoryAftermath"]
value = member.battle_jp_earned.group
$game_message.add('\.' + sprintf(fmt, member.name, value, Vocab::jp))
end
wait_for_message unless $imported["YEA-VictoryAftermath"]
end
end # BattleManager
#==============================================================================
# ■ Game_BattlerBase
#==============================================================================
class Game_BattlerBase
#--------------------------------------------------------------------------
# new method: jpr
#--------------------------------------------------------------------------
def jpr
n = 1.0
if actor?
n *= self.actor.jp_rate
n *= self.class.jp_rate
for equip in equips
next if equip.nil?
n *= equip.jp_rate
end
end
for state in states
next if state.nil?
n *= state.jp_rate
end
return n
end
end # Game_BattlerBase
#==============================================================================
# ■ Game_Battler
#==============================================================================
class Game_Battler < Game_BattlerBase
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :battle_jp_earned
#--------------------------------------------------------------------------
# alias method: on_battle_start
#--------------------------------------------------------------------------
alias game_battler_on_battle_start_jp on_battle_start
def on_battle_start
game_battler_on_battle_start_jp
@battle_jp_earned = 0
end
#--------------------------------------------------------------------------
# alias method: on_battle_end
#--------------------------------------------------------------------------
alias game_battler_on_battle_end_jp on_battle_end
def on_battle_end
game_battler_on_battle_end_jp
@battle_jp_earned = 0
end
#--------------------------------------------------------------------------
# alias method: item_user_effect
#--------------------------------------------------------------------------
alias game_battler_item_user_effect_jp item_user_effect
def item_user_effect(user, item)
game_battler_item_user_effect_jp(user, item)
user.earn_jp(item.jp_gain) if user.actor?
end
end # Game_Battler
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# alias method: setup
#--------------------------------------------------------------------------
alias game_actor_setup_jp setup
def setup(actor_id)
game_actor_setup_jp(actor_id)
init_jp
end
#--------------------------------------------------------------------------
# new method: init_jp
#--------------------------------------------------------------------------
def init_jp
@jp = {}
@jp[@class_id] = 0
end
#--------------------------------------------------------------------------
# new method: earn_jp
#--------------------------------------------------------------------------
def earn_jp(jp, class_id = nil)
gain_jp(jp * jpr, class_id)
end
#--------------------------------------------------------------------------
# new method: gain_jp
#--------------------------------------------------------------------------
def gain_jp(jp, class_id = nil)
init_jp if @jp.nil?
class_id = @class_id if class_id.nil?
@jp[class_id] = 0 if @jp[class_id].nil?
@jp[class_id] += jp.to_i
@jp[class_id] = [[@jp[class_id], YEA::JP::MAX_JP].min, 0].max
@battle_jp_earned = 0 if @battle_jp_earned.nil? && $game_party.in_battle
@battle_jp_earned += jp.to_i if $game_party.in_battle
end
#--------------------------------------------------------------------------
# new method: lose_jp
#--------------------------------------------------------------------------
def lose_jp(jp, class_id = nil)
gain_jp(-jp, class_id)
end
#--------------------------------------------------------------------------
# new method: jp
#--------------------------------------------------------------------------
def jp(class_id = nil)
class_id = @class_id if class_id.nil?
@jp[class_id] = 0 if @jp[class_id].nil?
return @jp[class_id]
end
#--------------------------------------------------------------------------
# alias method: level_up
#--------------------------------------------------------------------------
alias game_actor_level_up_jp level_up
def level_up
game_actor_level_up_jp
earn_jp(YEA::JP::LEVEL_UP)
end
end # Game_Actor
#==============================================================================
# ■ Game_Enemy
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# new method: jp
#--------------------------------------------------------------------------
def jp
return enemy.jp_gain
end
end # Game_Enemy
#==============================================================================
# ■ Game_Troop
#==============================================================================
class Game_Troop < Game_Unit
#--------------------------------------------------------------------------
# new method: jp_total
#--------------------------------------------------------------------------
def jp_total
dead_members.inject(0) {|r, enemy| r += enemy.jp }
end
end # Game_Troop
#==============================================================================
# ■ Window_Base
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# new method: draw_actor_jp
#--------------------------------------------------------------------------
def draw_actor_jp(actor, dx, dy, dw = 112)
draw_icon(Icon.jp, dx + dw - 24, dy) if Icon.jp > 0
dw -= 24 if Icon.jp > 0
change_color(system_color)
draw_text(dx, dy, dw, line_height, Vocab::jp, 2)
dw -= text_size(Vocab::jp).width
change_color(normal_color)
draw_text(dx, dy, dw, line_height, actor.jp.group, 2)
end
#--------------------------------------------------------------------------
# new method: draw_actor_jp_class
#--------------------------------------------------------------------------
def draw_actor_jp_class(actor, class_id, dx, dy, dw = 112)
draw_icon(Icon.jp, dx + dw - 24, dy) if Icon.jp > 0
dw -= 24 if Icon.jp > 0
change_color(system_color)
draw_text(dx, dy, dw, line_height, Vocab::jp, 2)
dw -= text_size(Vocab::jp).width
change_color(normal_color)
draw_text(dx, dy, dw, line_height, actor.jp(class_id).group, 2)
end
end # Window_Base
#==============================================================================
#
# ▼ End of File
#
#==============================================================================
Спойлер SKILLS:Код:#==============================================================================
#
# ▼ Yanfly Engine Ace - Learn Skill Engine v1.00
# -- Last Updated: 2012.01.08
# -- Level: Normal, Hard
# -- Requires: n/a
#
#==============================================================================
$imported = {} if $imported.nil?
$imported["YEA-LearnSkillEngine"] = true
#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.01.08 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# For those who want an alternative for actors to learn skills outside of
# leveling, this script allows actors to learn skills through a learn skill
# menu. The actor can use acquired JP, EXP, or Gold to learn skills. Skills can
# also be hidden until certain requirements are met.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Class Notetags - These notetags go in the class notebox in the database.
# -----------------------------------------------------------------------------
# <learn skills: x>
# <learn skills: x, x>
# Sets the class to be able to learn skills x through the Learn Skills menu.
# Insert multiple of these tags to increase the number of skills learned.
#
# -----------------------------------------------------------------------------
# Skill Notetags - These notetags go in the skill notebox in the database.
# -----------------------------------------------------------------------------
# <learn cost: x jp>
# <learn cost: x exp>
# <learn cost: x gold>
# Sets the learn for cost the skill to require x amounts of JP, x amounts of
# exp, or x amounts of gold. Only one type of cost can be used at a time. For
# JP costs, the Yanfly Engine Ace - JP Manager script must be installed.
#
# <learn require level: x>
# Sets the skill to require the actor's current level to be x before the skill
# will show up in the skill learning window.
#
# <learn require skill: x>
# <learn require skill: x, x>
# Sets the skill to require learning skill x (through any means) before the
# skill becomes visible in the skill learning window. Insert multiples of these
# tags to require more skills to be learned in order for the skill to show.
#
# <learn require switch: x>
# <learn require switch: x, x>
# Sets the skill to require switch x to be ON in order for it to show in the
# skill learning window. Insert multiple switches to to increase the number of
# switches needed to be ON before the skill is shown.
#
# <learn require eval>
# string
# string
# </learn require eval>
# For the more advanced users, replace string with lines of code to check for
# whether or not the skill will be shown in skill learning window. If multiple
# lines are used, they are all considered part of the same line.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
# This script is compatible with Yanfly Engine Ace - JP Manager v1.00+. The
# placement of this script relative to the JP Manager script doesn't matter.
#
#==============================================================================
module YEA
module LEARN_SKILL
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - General Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# Adjust the general settings here for your game. These adjust how the
# command name appears, a switch to show the Learn Command
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
COMMAND_NAME = "Выучить" # Name used for Learn Skill command.
# This switch will hide the "Learn" command from view if the switch is OFF.
# The "Learn" command will be shown if the switch is ON. Set this switch to
# 0 to not use this effect and to always have the Learn command be shown.
SHOW_SWITCH = 0
# This adjusts the order the Skill Types appear in for the command window.
# Any Skill Types unlisted will not be shown.
STYPE_ORDER = [41..999, 1..40]
# For those who installed Yanfly Engine - Skill Restrictions, you can
# choose to display warmups or cooldowns inside of the menu here.
DRAW_WARMUP = false # Draw warmups for skills?
DRAW_COOLDOWN = false # Draw cooldowns for skills?
#-------------------------------------------------------------------------
# - Default Cost -
#-------------------------------------------------------------------------
# This sets the default costs for all skills. If the JP script isn't
# installed, the type will become :exp instead.
#
# Cost Type Description
# :jp - Requires YEA - JP Manager.
# :exp - Makes skill cost EXP.
# :gold - Makes skill cost gold.
#-------------------------------------------------------------------------
DEFAULT_COST = 10 # Sets the default cost of a skill.
DEFAULT_TYPE = :jp # Sets the default cost type.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Learn Window Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# These settings adjust the Learn Window's visual appearance. Adjust the
# way empty text appears, EXP cost suffixes appear, Learned text appears,
# font sizes, and cost colours here.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
EMPTY_TEXT = "-" # Text if no restricts used for the skill.
EXP_TEXT = "EXP" # Text used for EXP costs.
LEARNED_TEXT = "Изучено" # Text to indicate skill has been learned.
LEARNED_SIZE = 20 # Font size used for learned skill text.
COLOUR_JP = 24 # Text colour used for JP Cost.
COLOUR_EXP = 5 # Text colour used for EXP Cost.
COLOUR_GOLD = 21 # Text colour used for Gold Cost.
COST_SIZE = 20 # Font size used for skill costs.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# - Cost Window Settings -
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# When a skill is selected to be learned, the cost window appears. Adjust
# the settings here to choose how your game's cost window looks. Change the
# maximum number of rows, the gold icon used for gold costs, the gold text,
# the learn skill text, the cancel text, and the cancel icon here.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
MAXIMUM_ROWS = 8 # Maximum number of rows displayed.
GOLD_ICON = 361 # Icon used for gold costs.
GOLD_TEXT = "Gold Cost" # Text used for gold costs.
LEARN_SKILL_TEXT = "Выучить %s?" # Text used to learn skill.
LEARN_CANCEL_TEXT = "Отменя" # Text used for do not learn.
CANCEL_ICON = 187 # Icon used for cancel.
end # LEARN_SKILL
end # YEA
#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================
module YEA
module LEARN_SKILL
module_function
#--------------------------------------------------------------------------
# convert_integer_array
#--------------------------------------------------------------------------
def convert_integer_array(array)
result = []
array.each { |i|
case i
when Range; result |= i.to_a
when Integer; result |= [i]
end }
return result
end
#--------------------------------------------------------------------------
# converted_contants
#--------------------------------------------------------------------------
STYPE_ORDER = convert_integer_array(STYPE_ORDER)
end # LEARN_SKILL
module REGEXP
module CLASS
LEARN_SKILLS = /<(?:LEARN_SKILLS|learn skills):[ ](\d+(?:\s*,\s*\d+)*)>/i
end # CLASS
module SKILL
LEARN_COST = /<(?:LEARN_COST|learn cost):[ ](.*)>/i
LEARN_REQUIRE_LEVEL =
/<(?:LEARN_REQUIRE_LEVEL|learn require level):[ ](\d+)>/i
LEARN_REQUIRE_SKILL =
/<(?:LEARN_REQUIRE_SKILL|learn require skill):[ ](\d+(?:\s*,\s*\d+)*)>/i
LEARN_REQUIRE_SWITCH =
/<(?:LEARN_REQUIRE_SWITCH|learn require switch):[ ](\d+(?:\s*,\s*\d+)*)>/i
LEARN_REQUIRE_EVAL_ON = /<(?:LEARN_REQUIRE_EVAL|learn require eval)>/i
LEARN_REQUIRE_EVAL_OFF = /<\/(?:LEARN_REQUIRE_EVAL|learn require eval)>/i
end # SKILL
end # REGEXP
end # YEA
#==============================================================================
# ■ Numeric
#==============================================================================
class Numeric
#--------------------------------------------------------------------------
# new method: group_digits
#--------------------------------------------------------------------------
unless $imported["YEA-CoreEngine"]
def group; return self.to_s; end
end # $imported["YEA-CoreEngine"]
end # Numeric
#==============================================================================
# ■ Icon
#==============================================================================
module Icon
#--------------------------------------------------------------------------
# self.cancel
#--------------------------------------------------------------------------
def self.cancel
return YEA::LEARN_SKILL::CANCEL_ICON
end
#--------------------------------------------------------------------------
# self.learn_skill_gold
#--------------------------------------------------------------------------
def self.learn_skill_gold
return YEA::LEARN_SKILL::GOLD_ICON
end
end # Icon
#==============================================================================
# ■ Switch
#==============================================================================
module Switch
#--------------------------------------------------------------------------
# self.show_learn_skill
#--------------------------------------------------------------------------
def self.show_learn_skill
return true if YEA::LEARN_SKILL::SHOW_SWITCH <= 0
return $game_switches[YEA::LEARN_SKILL::SHOW_SWITCH]
end
end # Switch
#==============================================================================
# ■ DataManager
#==============================================================================
module DataManager
#--------------------------------------------------------------------------
# alias method: load_database
#--------------------------------------------------------------------------
class <<self; alias load_database_lse load_database; end
def self.load_database
load_database_lse
load_notetags_lse
end
#--------------------------------------------------------------------------
# new method: load_notetags_lse
#--------------------------------------------------------------------------
def self.load_notetags_lse
groups = [$data_classes, $data_skills]
for group in groups
for obj in group
next if obj.nil?
obj.load_notetags_lse
end
end
end
end # DataManager
#==============================================================================
# ■ RPG::Class
#==============================================================================
class RPG::Class < RPG::BaseItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :learn_skills
#--------------------------------------------------------------------------
# common cache: load_notetags_lse
#--------------------------------------------------------------------------
def load_notetags_lse
@learn_skills = []
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::CLASS::LEARN_SKILLS
$1.scan(/\d+/).each { |num|
@learn_skills.push(num.to_i) if num.to_i > 0 }
end
} # self.note.split
#---
end
end # RPG::Class
#==============================================================================
# ■ RPG::Skill
#==============================================================================
class RPG::Skill < RPG::UsableItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :learn_cost
attr_accessor :learn_require_level
attr_accessor :learn_require_skill
attr_accessor :learn_require_switch
attr_accessor :learn_require_eval
#--------------------------------------------------------------------------
# common cache: load_notetags_lse
#--------------------------------------------------------------------------
def load_notetags_lse
@learn_cost = [YEA::LEARN_SKILL::DEFAULT_COST]
@learn_cost.push(YEA::LEARN_SKILL::DEFAULT_TYPE)
@learn_require_level = 0
@learn_require_skill = []
@learn_require_switch = []
@learn_require_eval_on = false
#---
self.note.split(/[\r\n]+/).each { |line|
case line
#---
when YEA::REGEXP::SKILL::LEARN_COST
case $1.upcase
when /(\d+)[ ]JP/i
next unless $imported["YEA-JPManager"]
@learn_cost = [$1.to_i, :jp]
when /(\d+)[ ]EXP/i
@learn_cost = [$1.to_i, :exp]
when /(\d+)[ ]GOLD/i
@learn_cost = [$1.to_i, :gold]
end
#---
when YEA::REGEXP::SKILL::LEARN_REQUIRE_LEVEL
@learn_require_level = $1.to_i
when YEA::REGEXP::SKILL::LEARN_REQUIRE_SKILL
$1.scan(/\d+/).each { |num|
@learn_require_skill.push(num.to_i) if num.to_i > 0 }
when YEA::REGEXP::SKILL::LEARN_REQUIRE_SWITCH
$1.scan(/\d+/).each { |num|
@learn_require_switch.push(num.to_i) if num.to_i > 0 }
#---
when YEA::REGEXP::SKILL::LEARN_REQUIRE_EVAL_ON
@learn_require_eval_on = true
when YEA::REGEXP::SKILL::LEARN_REQUIRE_EVAL_OFF
@learn_require_eval_on = false
else
next unless @learn_require_eval_on
@learn_require_eval = "" if @learn_require_eval.nil?
@learn_require_eval += line.to_s
#---
end
} # self.note.split
#---
if !$imported["YEA-JPManager"] && @learn_cost[1] == :jp
@learn_cost[1] = :exp
end
end
end # RPG::Skill
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# alias method: skills
#--------------------------------------------------------------------------
alias game_actor_skills_lse skills
def skills
btest_add_learn_skills
game_actor_skills_lse
end
#--------------------------------------------------------------------------
# new method: btest_add_learn_skills
#--------------------------------------------------------------------------
def btest_add_learn_skills
return unless $BTEST
for skill_id in self.class.learn_skills; learn_skill(skill_id); end
end
#--------------------------------------------------------------------------
# new method: exp_class
#--------------------------------------------------------------------------
def exp_class(class_id)
@exp[class_id] = 0 if @exp[class_id].nil?
return @exp[class_id]
end
#--------------------------------------------------------------------------
# lose_exp_class
#--------------------------------------------------------------------------
def lose_exp_class(value, class_id)
exp = exp_class(class_id) - value
change_exp_class(exp, class_id)
end
#--------------------------------------------------------------------------
# change_exp_class
#--------------------------------------------------------------------------
def change_exp_class(exp, class_id)
return change_exp(exp, false) if class_id == @class_id
@exp[class_id] = [exp, 0].max
end
end # Game_Actor
#==============================================================================
# ■ Window_SkillCommand
#==============================================================================
class Window_SkillCommand < Window_Command
#--------------------------------------------------------------------------
# alias method: make_command_list
#--------------------------------------------------------------------------
alias window_skillcommand_make_command_list_lse make_command_list
def make_command_list
window_skillcommand_make_command_list_lse
return if @actor.nil?
add_learn_skill_command unless $imported["YEA-SkillMenu"]
end
#--------------------------------------------------------------------------
# new method: add_learn_skill_command
#--------------------------------------------------------------------------
def add_learn_skill_command
return unless Switch.show_learn_skill
name = YEA::LEARN_SKILL::COMMAND_NAME
add_command(name, :learn_skill, true, @actor.added_skill_types[0])
end
end # Window_SkillCommand
#==============================================================================
# ■ Window_LearnSkillCommand
#==============================================================================
class Window_LearnSkillCommand < Window_Command
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_reader :skill_window
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(dx, dy)
super(dx, dy)
@actor = nil
end
#--------------------------------------------------------------------------
# window_width
#--------------------------------------------------------------------------
def window_width; return 160; end
#--------------------------------------------------------------------------
# visible_line_number
#--------------------------------------------------------------------------
def visible_line_number; return 4; end
#--------------------------------------------------------------------------
# actor=
#--------------------------------------------------------------------------
def actor=(actor)
return if @actor == actor
@actor = actor
refresh
select(item_max - 1) if index >= item_max
end
#--------------------------------------------------------------------------
# make_command_list
#--------------------------------------------------------------------------
def make_command_list
return if @actor.nil?
make_unlocked_class_skill_types
correct_unlocked_class_learned_skills
for stype_id in YEA::LEARN_SKILL::STYPE_ORDER
next unless include?(stype_id)
name = $data_system.skill_types[stype_id]
add_command(name, :skill, true, stype_id)
end
end
#--------------------------------------------------------------------------
# make_unlocked_class_skill_types
#--------------------------------------------------------------------------
def make_unlocked_class_skill_types
return unless $imported["YEA-ClassSystem"]
@unlocked_types = []
unlocked_classes = @actor.unlocked_classes.clone
unlocked_classes |= YEA::CLASS_SYSTEM::DEFAULT_UNLOCKS
for class_id in unlocked_classes
next if $data_classes[class_id].nil?
for feature in $data_classes[class_id].features
next unless feature.code == 41
@unlocked_types.push(feature.data_id)
end
end
end
#--------------------------------------------------------------------------
# correct_unlocked_class_learned_skills
#--------------------------------------------------------------------------
def correct_unlocked_class_learned_skills
return unless $imported["YEA-ClassSystem"]
unlocked_classes = @actor.unlocked_classes.clone
unlocked_classes |= YEA::CLASS_SYSTEM::DEFAULT_UNLOCKS
for class_id in unlocked_classes
@actor.learn_class_skills(class_id)
end
end
#--------------------------------------------------------------------------
# include?
#--------------------------------------------------------------------------
def include?(stype_id)
return true if @actor.added_skill_types.include?(stype_id)
if $imported["YEA-ClassSystem"]
return true if @unlocked_types.include?(stype_id)
end
return false
end
#--------------------------------------------------------------------------
# update
#--------------------------------------------------------------------------
def update
super
@skill_window.stype_id = current_ext if @skill_window
end
#--------------------------------------------------------------------------
# skill_window=
#--------------------------------------------------------------------------
def skill_window=(skill_window)
@skill_window = skill_window
update
end
end # Window_LearnSkillCommand
#==============================================================================
# ■ Window_LearnSkillList
#==============================================================================
class Window_LearnSkillList < Window_SkillList
#--------------------------------------------------------------------------
# col_max
#--------------------------------------------------------------------------
def col_max; return 1; end
#--------------------------------------------------------------------------
# select_last
#--------------------------------------------------------------------------
def select_last; select(0); end
#--------------------------------------------------------------------------
# actor=
#--------------------------------------------------------------------------
def actor=(actor)
return if @actor == actor
super(actor)
make_learn_skills_list
end
#--------------------------------------------------------------------------
# make_learn_skills_list
#--------------------------------------------------------------------------
def make_learn_skills_list
@learn_skills = []
@skill_classes = {}
return if @actor.nil?
for skill_id in @actor.class.learn_skills
next if $data_skills[skill_id].nil?
next if @learn_skills.include?($data_skills[skill_id])
skill = $data_skills[skill_id]
@learn_skills.push(skill)
@skill_classes[skill] = [] if @skill_classes[skill].nil?
@skill_classes[skill].push(@actor.class.id)
end
make_unlocked_class_skills
end
#--------------------------------------------------------------------------
# make_unlocked_class_skills
#--------------------------------------------------------------------------
def make_unlocked_class_skills
return unless $imported["YEA-ClassSystem"]
@unlocked_types = []
unlocked_classes = @actor.unlocked_classes.clone
unlocked_classes |= YEA::CLASS_SYSTEM::DEFAULT_UNLOCKS
for class_id in unlocked_classes
next if $data_classes[class_id].nil?
for skill_id in $data_classes[class_id].learn_skills
next if $data_skills[skill_id].nil?
skill = $data_skills[skill_id]
@learn_skills.push(skill) unless @learn_skills.include?(skill)
@skill_classes[skill] = [] if @skill_classes[skill].nil?
@skill_classes[skill] |= [class_id]
end
end
end
#--------------------------------------------------------------------------
# skill_classes
#--------------------------------------------------------------------------
def skill_classes(skill)
return @skill_classes[skill]
end
#--------------------------------------------------------------------------
# make_item_list
#--------------------------------------------------------------------------
def make_item_list
return if @learn_skills.nil?
@data = @learn_skills.select {|skill| include?(skill) }
end
#--------------------------------------------------------------------------
# include?
#--------------------------------------------------------------------------
def include?(item)
return false if item.nil?
return false unless meet_requirements?(item)
return item.stype_id == @stype_id
end
#--------------------------------------------------------------------------
# meet_requirements?
#--------------------------------------------------------------------------
def meet_requirements?(item)
return false if @actor.nil?
return false unless meet_level_requirements?(item)
return false unless meet_skill_requirements?(item)
return false unless meet_switch_requirements?(item)
return false unless meet_eval_requirements?(item)
return true
end
#--------------------------------------------------------------------------
# meet_level_requirements?
#--------------------------------------------------------------------------
def meet_level_requirements?(item)
return @actor.level >= item.learn_require_level
end
#--------------------------------------------------------------------------
# meet_skill_requirements?
#--------------------------------------------------------------------------
def meet_skill_requirements?(item)
for skill_id in item.learn_require_skill
next if $data_skills[skill_id].nil?
return false unless @actor.skill_learn?($data_skills[skill_id])
end
return true
end
#--------------------------------------------------------------------------
# meet_switch_requirements?
#--------------------------------------------------------------------------
def meet_switch_requirements?(item)
for switch_id in item.learn_require_switch
return false unless $game_switches[switch_id]
end
return true
end
#--------------------------------------------------------------------------
# meet_eval_requirements?
#--------------------------------------------------------------------------
def meet_eval_requirements?(item)
return true if item.learn_require_eval.nil?
return eval(item.learn_require_eval)
end
#--------------------------------------------------------------------------
# enable?
#--------------------------------------------------------------------------
def enable?(skill)
return false if skill.nil?
return false unless enabled_jp?(skill)
return false unless enabled_exp?(skill)
return false unless enabled_gold?(skill)
return !@actor.skill_learn?(skill)
end
#--------------------------------------------------------------------------
# enabled_jp?
#--------------------------------------------------------------------------
def enabled_jp?(skill)
return true if skill.learn_cost[1] != :jp
cost = skill.learn_cost[0]
for class_id in @skill_classes[skill]
return true if @actor.jp(class_id) >= cost
end
return false
end
#--------------------------------------------------------------------------
# enabled_exp?
#--------------------------------------------------------------------------
def enabled_exp?(skill)
return true if skill.learn_cost[1] != :exp
cost = skill.learn_cost[0]
for class_id in @skill_classes[skill]
return true if @actor.exp_class(class_id) >= cost
end
return false
end
#--------------------------------------------------------------------------
# enabled_gold?
#--------------------------------------------------------------------------
def enabled_gold?(skill)
return true if skill.learn_cost[1] != :gold
cost = skill.learn_cost[0]
return $game_party.gold >= cost
end
#--------------------------------------------------------------------------
# draw_item
#--------------------------------------------------------------------------
def draw_item(index)
skill = @data[index]
return if skill.nil?
rect = item_rect(index)
rect.width = (contents.width - spacing) / 2 - 4
draw_item_name(skill, rect.x, rect.y, enable?(skill), rect.width - 24)
draw_skill_cost(rect, skill)
draw_restriction_info(skill, index)
draw_learn_cost(skill, index)
end
#--------------------------------------------------------------------------
# skill_restriction?
#--------------------------------------------------------------------------
def skill_restriction?(index)
return false
end
#--------------------------------------------------------------------------
# draw_restriction_info
#--------------------------------------------------------------------------
def draw_restriction_info(skill, index)
return unless $imported["YEA-SkillRestrictions"]
rect = item_rect(index)
rect.x = contents.width / 2
rect.width /= 2
rect.width /= 3
rect.width -= 8
draw_skill_warmup(skill, rect)
rect.x += rect.width + 4
draw_skill_cooldown(skill, rect)
end
#--------------------------------------------------------------------------
# draw_skill_warmup
#--------------------------------------------------------------------------
def draw_skill_warmup(skill, rect)
return unless YEA::LEARN_SKILL::DRAW_WARMUP
enabled = enable?(skill)
enabled = false if skill.warmup <= 0
change_color(warmup_colour, enabled)
icon = Icon.warmup
if icon > 0
draw_icon(icon, rect.x + rect.width-24, rect.y, enable?(skill))
rect.width -= 24
end
contents.font.size = YEA::SKILL_RESTRICT::WARMUP_SIZE
value = skill.warmup > 0 ? skill.warmup.group : empty_text
text = sprintf(YEA::SKILL_RESTRICT::WARMUP_SUFFIX, value)
draw_text(rect, text, 2)
reset_font_settings
end
#--------------------------------------------------------------------------
# draw_skill_cooldown
#--------------------------------------------------------------------------
def draw_skill_cooldown(skill, rect)
return unless YEA::LEARN_SKILL::DRAW_COOLDOWN
enabled = enable?(skill)
enabled = false if skill.cooldown <= 0
change_color(cooldown_colour, enabled)
icon = Icon.cooldown
if icon > 0
draw_icon(icon, rect.x + rect.width-24, rect.y, enable?(skill))
rect.width -= 24
end
contents.font.size = YEA::SKILL_RESTRICT::COOLDOWN_SIZE
value = skill.cooldown > 0 ? skill.cooldown.group : empty_text
text = sprintf(YEA::SKILL_RESTRICT::COOLDOWN_SUFFIX, value)
draw_text(rect, text, 2)
reset_font_settings
end
#--------------------------------------------------------------------------
# empty_text
#--------------------------------------------------------------------------
def empty_text
return YEA::LEARN_SKILL::EMPTY_TEXT
end
#--------------------------------------------------------------------------
# draw_learn_cost
#--------------------------------------------------------------------------
def draw_learn_cost(skill, index)
rect = item_rect(index)
rect.width -= 4
if @actor.skill_learn?(skill)
draw_learned_skill(rect)
else
draw_learn_skill_cost(skill, rect)
end
reset_font_settings
end
#--------------------------------------------------------------------------
# draw_learned_skill
#--------------------------------------------------------------------------
def draw_learned_skill(rect)
contents.font.size = YEA::LEARN_SKILL::LEARNED_SIZE
change_color(normal_color)
draw_text(rect, YEA::LEARN_SKILL::LEARNED_TEXT, 2)
end
#--------------------------------------------------------------------------
# draw_learn_skill_cost
#--------------------------------------------------------------------------
def draw_learn_skill_cost(skill, rect)
case skill.learn_cost[1]
when :jp
return unless $imported["YEA-JPManager"]
draw_jp_cost(skill, rect)
when :exp
draw_exp_cost(skill, rect)
when :gold
draw_gold_cost(skill, rect)
else; return
end
end
#--------------------------------------------------------------------------
# draw_jp_cost
#--------------------------------------------------------------------------
def draw_jp_cost(skill, rect)
enabled = enabled_jp?(skill)
if Icon.jp > 0
draw_icon(Icon.jp, rect.x + rect.width - 24, rect.y, enabled)
rect.width -= 24
end
contents.font.size = YEA::LEARN_SKILL::COST_SIZE
change_color(system_color, enabled)
draw_text(rect, Vocab::jp, 2)
rect.width -= text_size(Vocab::jp).width
cost = skill.learn_cost[0]
text = cost.group
change_color(text_color(YEA::LEARN_SKILL::COLOUR_JP), enabled)
draw_text(rect, text, 2)
end
#--------------------------------------------------------------------------
# draw_exp_cost
#--------------------------------------------------------------------------
def draw_exp_cost(skill, rect)
enabled = enabled_exp?(skill)
contents.font.size = YEA::LEARN_SKILL::COST_SIZE
change_color(system_color, enabled)
draw_text(rect, YEA::LEARN_SKILL::EXP_TEXT, 2)
rect.width -= text_size(YEA::LEARN_SKILL::EXP_TEXT).width
cost = skill.learn_cost[0]
text = cost.group
change_color(text_color(YEA::LEARN_SKILL::COLOUR_EXP), enabled)
draw_text(rect, text, 2)
end
#--------------------------------------------------------------------------
# draw_gold_cost
#--------------------------------------------------------------------------
def draw_gold_cost(skill, rect)
enabled = enabled_jp?(skill)
contents.font.size = YEA::LEARN_SKILL::COST_SIZE
change_color(system_color, enabled)
draw_text(rect, Vocab::currency_unit, 2)
rect.width -= text_size(Vocab::currency_unit).width
cost = skill.learn_cost[0]
text = cost.group
change_color(text_color(YEA::LEARN_SKILL::COLOUR_GOLD), enabled)
draw_text(rect, text, 2)
end
end # Window_LearnSkillList
#==============================================================================
# ■ Window_LearnSkillCostBack
#==============================================================================
class Window_LearnSkillCostBack < Window_Base
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(item_window)
dw = Graphics.width * 3 / 4
dx = (Graphics.width - dw) / 2
super(dx, 0, dw, fitting_height(2))
self.openness = 0
self.back_opacity = 255
@front_window = nil
@item_window = item_window
@skill = nil
end
#--------------------------------------------------------------------------
# reveal
#--------------------------------------------------------------------------
def reveal(skill, skill_classes)
@skill = skill
return if @skill.nil?
case @skill.learn_cost[1]
when :gold
self.height = fitting_height(3)
else
maximum = [skill_classes.size, YEA::LEARN_SKILL::MAXIMUM_ROWS].min
self.height = fitting_height(maximum + 2)
end
create_contents
self.y = (Graphics.height - self.height) / 2
refresh
open
end
#--------------------------------------------------------------------------
# refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
reset_font_settings
draw_learn_skill_text
rect = Rect.new(0, 0, contents.width - 4, line_height)
draw_learn_skill_cost(@skill, rect)
end
#--------------------------------------------------------------------------
# draw_learn_skill_text
#--------------------------------------------------------------------------
def draw_learn_skill_text
name = sprintf("\eI[%d]%s", @skill.icon_index, @skill.name)
fmt = YEA::LEARN_SKILL::LEARN_SKILL_TEXT
text = sprintf(fmt, name)
draw_text_ex(4, 0, text)
end
#--------------------------------------------------------------------------
# draw_learn_skill_cost
#--------------------------------------------------------------------------
def draw_learn_skill_cost(skill, rect)
case skill.learn_cost[1]
when :jp
return unless $imported["YEA-JPManager"]
draw_jp_cost(skill, rect)
when :exp
draw_exp_cost(skill, rect)
when :gold
draw_gold_cost(skill, rect)
else; return
end
end
#--------------------------------------------------------------------------
# draw_jp_cost
#--------------------------------------------------------------------------
def draw_jp_cost(skill, rect)
enabled = true
if Icon.jp > 0
draw_icon(Icon.jp, rect.x + rect.width - 24, rect.y, enabled)
rect.width -= 24
end
contents.font.size = YEA::LEARN_SKILL::COST_SIZE
change_color(system_color, enabled)
draw_text(rect, Vocab::jp, 2)
rect.width -= text_size(Vocab::jp).width
cost = skill.learn_cost[0]
text = cost.group
change_color(text_color(YEA::LEARN_SKILL::COLOUR_JP), enabled)
draw_text(rect, text, 2)
end
#--------------------------------------------------------------------------
# draw_exp_cost
#--------------------------------------------------------------------------
def draw_exp_cost(skill, rect)
enabled = true
contents.font.size = YEA::LEARN_SKILL::COST_SIZE
change_color(system_color, enabled)
draw_text(rect, YEA::LEARN_SKILL::EXP_TEXT, 2)
rect.width -= text_size(YEA::LEARN_SKILL::EXP_TEXT).width
cost = skill.learn_cost[0]
text = cost.group
change_color(text_color(YEA::LEARN_SKILL::COLOUR_EXP), enabled)
draw_text(rect, text, 2)
end
#--------------------------------------------------------------------------
# draw_gold_cost
#--------------------------------------------------------------------------
def draw_gold_cost(skill, rect)
enabled = true
contents.font.size = YEA::LEARN_SKILL::COST_SIZE
change_color(system_color, enabled)
draw_text(rect, Vocab::currency_unit, 2)
rect.width -= text_size(Vocab::currency_unit).width
cost = skill.learn_cost[0]
text = cost.group
change_color(text_color(YEA::LEARN_SKILL::COLOUR_GOLD), enabled)
draw_text(rect, text, 2)
end
end # Window_LearnSkillCostBack
#==============================================================================
# ■ Window_LearnSkillCostFront
#==============================================================================
class Window_LearnSkillCostFront < Window_Command
#--------------------------------------------------------------------------
# initialize
#--------------------------------------------------------------------------
def initialize(item_window, cost_window)
super((Graphics.width - window_width) / 2, 0)
self.openness = 0
self.opacity = 0
@item_window = item_window
@cost_window = cost_window
@skill = nil
@actor = nil
deactivate
end
#--------------------------------------------------------------------------
# window_width
#--------------------------------------------------------------------------
def window_width; return Graphics.width * 3 / 4; end
#--------------------------------------------------------------------------
# skill_class
#--------------------------------------------------------------------------
def skill_class
return @skill_classes.nil? ? nil : @skill_classes[index]
end
#--------------------------------------------------------------------------
# reveal
#--------------------------------------------------------------------------
def reveal(skill, skill_classes, actor)
@skill = skill
@skill_classes = skill_classes.clone
@actor = actor
return if @skill.nil?
case @skill.learn_cost[1]
when :gold
self.height = fitting_height(2)
else
maximum = [skill_classes.size, YEA::LEARN_SKILL::MAXIMUM_ROWS].min
self.height = fitting_height(maximum + 1)
end
create_contents
self.y = @cost_window.y + line_height
refresh
select(0)
open
activate
end
#--------------------------------------------------------------------------
# make_command_list
#--------------------------------------------------------------------------
def make_command_list
return if @skill_classes.nil?
if @skill.learn_cost[1] == :gold
add_command("GOLD", :gold, true)
add_command(YEA::LEARN_SKILL::LEARN_CANCEL_TEXT, :cancel, true)
return
end
for class_id in @skill_classes
name = $data_classes[class_id].name
add_command(name, :class, enabled?(class_id), class_id)
end
add_command(YEA::LEARN_SKILL::LEARN_CANCEL_TEXT, :cancel, true)
end
#--------------------------------------------------------------------------
# enabled?
#--------------------------------------------------------------------------
def enabled?(class_id)
cost = @skill.learn_cost[0]
case @skill.learn_cost[1]
when :jp
return @actor.jp(class_id) >= cost
when :exp
return @actor.exp_class(class_id) >= cost
end
return true
end
#--------------------------------------------------------------------------
# draw_item
#--------------------------------------------------------------------------
def draw_item(index)
reset_font_settings
rect = item_rect(index)
rect.x += 24
rect.width -= 28
return draw_cancel_text(index, rect) if @list[index][:symbol] == :cancel
draw_class_name(index, rect) if @skill.learn_cost[1] != :gold
draw_party_gold(rect) if @skill.learn_cost[1] == :gold
draw_learn_skill_cost(@skill, rect, index)
end
#--------------------------------------------------------------------------
# draw_cancel_text
#--------------------------------------------------------------------------
def draw_cancel_text(index, rect)
draw_icon(Icon.cancel, rect.x, rect.y)
text = command_name(index)
draw_text(rect.x+24, rect.y, rect.width-24, line_height, text)
end
#--------------------------------------------------------------------------
# draw_class_name
#--------------------------------------------------------------------------
def draw_class_name(index, rect)
class_id = @list[index][:ext]
return if $data_classes[class_id].nil?
enabled = enabled?(class_id)
if $imported["YEA-ClassSystem"]
draw_icon($data_classes[class_id].icon_index, rect.x, rect.y, enabled)
end
rect.x += 24
rect.width -= 24
change_color(normal_color, enabled)
draw_text(rect, $data_classes[class_id].name)
end
#--------------------------------------------------------------------------
# draw_class_name
#--------------------------------------------------------------------------
def draw_party_gold(rect)
enabled = true
draw_icon(Icon.learn_skill_gold, rect.x, rect.y)
rect.x += 24
rect.width -= 24
change_color(normal_color, enabled)
draw_text(rect, YEA::LEARN_SKILL::GOLD_TEXT)
end
#--------------------------------------------------------------------------
# draw_learn_skill_cost
#--------------------------------------------------------------------------
def draw_learn_skill_cost(skill, rect, index)
case skill.learn_cost[1]
when :jp
return unless $imported["YEA-JPManager"]
draw_jp_cost(skill, rect, index)
when :exp
draw_exp_cost(skill, rect, index)
when :gold
draw_gold_cost(skill, rect)
else; return
end
end
#--------------------------------------------------------------------------
# draw_jp_cost
#--------------------------------------------------------------------------
def draw_jp_cost(skill, rect, index)
enabled = enabled?(@list[index][:ext])
if Icon.jp > 0
draw_icon(Icon.jp, rect.x + rect.width - 24, rect.y, enabled)
rect.width -= 24
end
contents.font.size = YEA::LEARN_SKILL::COST_SIZE
change_color(system_color, enabled)
draw_text(rect, Vocab::jp, 2)
rect.width -= text_size(Vocab::jp).width
cost = @actor.jp(@list[index][:ext])
text = cost.group
change_color(text_color(YEA::LEARN_SKILL::COLOUR_JP), enabled)
draw_text(rect, text, 2)
end
#--------------------------------------------------------------------------
# draw_exp_cost
#--------------------------------------------------------------------------
def draw_exp_cost(skill, rect, index)
enabled = enabled?(@list[index][:ext])
contents.font.size = YEA::LEARN_SKILL::COST_SIZE
change_color(system_color, enabled)
draw_text(rect, YEA::LEARN_SKILL::EXP_TEXT, 2)
rect.width -= text_size(YEA::LEARN_SKILL::EXP_TEXT).width
cost = @actor.exp_class(@list[index][:ext])
text = cost.group
change_color(text_color(YEA::LEARN_SKILL::COLOUR_EXP), enabled)
draw_text(rect, text, 2)
end
#--------------------------------------------------------------------------
# draw_gold_cost
#--------------------------------------------------------------------------
def draw_gold_cost(skill, rect)
enabled = $game_party.gold >= skill.learn_cost[0]
contents.font.size = YEA::LEARN_SKILL::COST_SIZE
change_color(system_color, enabled)
draw_text(rect, Vocab::currency_unit, 2)
rect.width -= text_size(Vocab::currency_unit).width
cost = $game_party.gold
text = cost.group
change_color(text_color(YEA::LEARN_SKILL::COLOUR_GOLD), enabled)
draw_text(rect, text, 2)
end
end # Window_LearnSkillCostFront
#==============================================================================
# ■ Scene_Skill
#==============================================================================
class Scene_Skill < Scene_ItemBase
#--------------------------------------------------------------------------
# alias method: create_command_window
#--------------------------------------------------------------------------
alias scene_skill_create_command_window_lse create_command_window
def create_command_window
scene_skill_create_command_window_lse
@command_window.set_handler(:learn_skill, method(:command_learn_skill))
end
#--------------------------------------------------------------------------
# new method: command_learn_skill
#--------------------------------------------------------------------------
def command_learn_skill
SceneManager.call(Scene_LearnSkill)
end
end # Scene_Skill
#==============================================================================
# ■ Scene_LearnSkill
#==============================================================================
class Scene_LearnSkill < Scene_Skill
#--------------------------------------------------------------------------
# start
#--------------------------------------------------------------------------
def start
super
create_cost_windows
end
#--------------------------------------------------------------------------
# create_command_window
#--------------------------------------------------------------------------
def create_command_window
wy = @help_window.height
@command_window = Window_LearnSkillCommand.new(0, wy)
@command_window.viewport = @viewport
@command_window.help_window = @help_window
@command_window.actor = @actor
@command_window.set_handler(:skill, method(:command_skill))
@command_window.set_handler(:cancel, method(:return_scene))
@command_window.set_handler(:pagedown, method(:next_actor))
@command_window.set_handler(:pageup, method(:prev_actor))
end
#--------------------------------------------------------------------------
# create_item_window
#--------------------------------------------------------------------------
def create_item_window
wx = 0
wy = @status_window.y + @status_window.height
ww = Graphics.width
wh = Graphics.height - wy
@item_window = Window_LearnSkillList.new(wx, wy, ww, wh)
@item_window.actor = @actor
@item_window.viewport = @viewport
@item_window.help_window = @help_window
@item_window.set_handler(:ok, method(:on_item_ok))
@item_window.set_handler(:cancel, method(:on_item_cancel))
@command_window.skill_window = @item_window
end
#--------------------------------------------------------------------------
# create_cost_windows
#--------------------------------------------------------------------------
def create_cost_windows
@cost_window = Window_LearnSkillCostBack.new(@item_window)
@cost_front = Window_LearnSkillCostFront.new(@item_window, @cost_window)
@cost_window.viewport = @viewport
@cost_front.viewport = @viewport
@cost_front.set_handler(:ok, method(:on_cost_ok))
@cost_front.set_handler(:cancel, method(:on_cost_cancel))
end
#--------------------------------------------------------------------------
# on_item_ok
#--------------------------------------------------------------------------
def on_item_ok
skill = @item_window.item
@cost_window.reveal(skill, @item_window.skill_classes(skill))
@cost_front.reveal(skill, @item_window.skill_classes(skill), @actor)
end
#--------------------------------------------------------------------------
# on_cost_ok
#--------------------------------------------------------------------------
def on_cost_ok
Sound.play_use_skill
skill = @item_window.item
@actor.learn_skill(skill.id)
cost = skill.learn_cost[0]
case skill.learn_cost[1]
when :jp
@actor.lose_jp(cost, @cost_front.skill_class)
when :exp
@actor.lose_exp_class(cost, @cost_front.skill_class)
when :gold
$game_party.lose_gold(cost)
end
on_cost_cancel
refresh_windows
end
#--------------------------------------------------------------------------
# on_cost_cancel
#--------------------------------------------------------------------------
def on_cost_cancel
@cost_front.close
@cost_window.close
@item_window.activate
end
#--------------------------------------------------------------------------
# refresh_windows
#--------------------------------------------------------------------------
def refresh_windows
@item_window.refresh
@status_window.refresh
end
end # Scene_LearnSkill
#==============================================================================
#
# ▼ End of File
#
#==============================================================================
Как видишь , скриптер дотошная и в теле скрипта подробная справка по настройке.
Блин всего одну строчку проглядел, очки надо начинать носить)); спасибо Alerent за пояснение!!!
Используется скрипт Khas Awesome Light Effects и боевая система вот эта
http://rpgvxa.3nx.ru/viewtopic.php?t=138
Как я понимаю, демки не было изначально. Только сам скрипт:Цитата:
Спойлер Fomar's Frontview Battle System:Код:=beginFront View Battle System
by Fomar0153
Version 1.0
----------------------
Notes
----------------------
Allows you to have front view battlers for the party.
----------------------
Instructions
----------------------
By default an actor's battler will be the same as his name.
You can use notetags to set an alternate default:
<battler_name Ralph2>
Also during the game if you need to change a battler then call:
$game_actors[x].battler_name = "New Name"
You can also edit the icons and descriptions used by the actor command window
to do this edit the values in the Module FrontView at the top of the scripts.
----------------------
Known bugs
----------------------
None
=end
module ReStaff
module FrontView
# Edit the icons that display for commands here
ACTOR_COMMAND_ICONS = {}
ACTOR_COMMAND_ICONS['Attack'] = 147
ACTOR_COMMAND_ICONS['Guard'] = 160
ACTOR_COMMAND_ICONS['Items'] = 192
ACTOR_COMMAND_ICONS['Special'] = 143
ACTOR_COMMAND_ICONS['Magic'] = 112
# Edit the descriptions that display for commands here
ACTOR_COMMAND_DESC = {}
ACTOR_COMMAND_DESC['Attack'] = "Attack your foes using your weapon."
ACTOR_COMMAND_DESC['Guard'] = "Defend against attacks from your foes."
ACTOR_COMMAND_DESC['Items'] = "Use items you have collected on your journey."
ACTOR_COMMAND_DESC['Special'] = "Unleash your special attacks. Uses TP."
ACTOR_COMMAND_DESC['Magic'] = "Unleach your magical abilities. Uses MP."
def self.get_icon(command)
if ACTOR_COMMAND_ICONS[command].nil?
return 0
else
return ACTOR_COMMAND_ICONS[command]
end
end
def self.get_desc(command)
if ACTOR_COMMAND_DESC[command].nil?
return command
else
return ACTOR_COMMAND_DESC[command]
end
end
end
end
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * New attr_accessor battler_name
#--------------------------------------------------------------------------
attr_accessor:battler_name
#--------------------------------------------------------------------------
# * Aliases Setup
#--------------------------------------------------------------------------
alias restaff_frontview_setup setup
def setup(actor_id)
restaff_frontview_setup(actor_id)
@battler_name = actor.battler_name
end
#--------------------------------------------------------------------------
# * Rewrites use_sprite?
#--------------------------------------------------------------------------
def use_sprite?
return true
end
#--------------------------------------------------------------------------
# * New Method screen_x
#--------------------------------------------------------------------------
def screen_x
return (index+1) * (Graphics.width/($game_party.battle_members.size+1))
end
#--------------------------------------------------------------------------
# * New Method screen_y
#--------------------------------------------------------------------------
def screen_y
return Graphics.height
end
#--------------------------------------------------------------------------
# * New Method screen_z
#--------------------------------------------------------------------------
def screen_z
return 100
end
end
class Spriteset_Battle
#--------------------------------------------------------------------------
# * Rewrites create_actors
#--------------------------------------------------------------------------
def create_actors
@actor_sprites = $game_party.battle_members.reverse.collect do |actor|
Sprite_Battler.new(@viewport1, actor)
end
end
end
class RPG::Actor < RPG::BaseItem
def battler_name
if @battler_name.nil?
if @note =~ /<battler_name (.*)>/i
@battler_name = $1
else
@battler_name = @name
end
end
@battler_name
end
end
class Window_PartyCommand < Window_Command
#--------------------------------------------------------------------------
# * Get Number of Lines to Show
#--------------------------------------------------------------------------
def visible_line_number
return 2
end
end
class Window_ActorHorzCommand < Window_HorzCommand
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0)
self.openness = 0
deactivate
@actor = nil
@last_index = -1
end
#--------------------------------------------------------------------------
# * Get Window Width
#--------------------------------------------------------------------------
def window_width
return 128
end
#--------------------------------------------------------------------------
# * Get Number of Lines to Show
#--------------------------------------------------------------------------
def visible_line_number
return 2
end
#--------------------------------------------------------------------------
# * Create Command List
#--------------------------------------------------------------------------
def make_command_list
return unless @actor
add_attack_command
add_skill_commands
add_guard_command
add_item_command
end
#--------------------------------------------------------------------------
# * Add Attack Command to List
#--------------------------------------------------------------------------
def add_attack_command
add_command(Vocab::attack, :attack, @actor.attack_usable?)
end
#--------------------------------------------------------------------------
# * Add Skill Command to List
#--------------------------------------------------------------------------
def add_skill_commands
@actor.added_skill_types.sort.each do |stype_id|
name = $data_system.skill_types[stype_id]
add_command(name, :skill, true, stype_id)
end
end
#--------------------------------------------------------------------------
# * Add Guard Command to List
#--------------------------------------------------------------------------
def add_guard_command
add_command(Vocab::guard, :guard, @actor.guard_usable?)
end
#--------------------------------------------------------------------------
# * Add Item Command to List
#--------------------------------------------------------------------------
def add_item_command
add_command(Vocab::item, :item)
end
#--------------------------------------------------------------------------
# * Setup
#--------------------------------------------------------------------------
def setup(actor)
@actor = actor
clear_command_list
make_command_list
refresh
select(0)
activate
open
@help_window.show
end
#--------------------------------------------------------------------------
# * Calculate Height of Window Contents
#--------------------------------------------------------------------------
def contents_height
item_height * 2
end
#--------------------------------------------------------------------------
# * Get Number of Columns
#--------------------------------------------------------------------------
def col_max
return 4
end
#--------------------------------------------------------------------------
# * Get the space inbetween the columns
#--------------------------------------------------------------------------
def spacing
return 4
end
#--------------------------------------------------------------------------
# * Icons commands
#--------------------------------------------------------------------------
def draw_item(index)
rect = item_rect(index)
draw_icon(ReStaff::FrontView.get_icon(command_name(index)), rect.x, rect.y)
end
#--------------------------------------------------------------------------
# * Update Help Text
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(ReStaff::FrontView.get_desc(command_name(index)))
end
#--------------------------------------------------------------------------
# * Draw the current action
#--------------------------------------------------------------------------
def refresh
super
return unless @list[index]
self.contents.font.size = 18
draw_text(ox,line_height, 104, line_height, command_name(index), 1)
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
super
if @last_index != @index
refresh
@last_index = @index
end
end
end
class Window_BattleStatus < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias restaff_frontview_initialize initialize
def initialize
restaff_frontview_initialize
contents.font.size = 16
end
#--------------------------------------------------------------------------
# * Spacing Between Actors
#--------------------------------------------------------------------------
def spacing
return 4
end
#--------------------------------------------------------------------------
# * Sets the maximum columns
#--------------------------------------------------------------------------
def col_max
return 4
end
#--------------------------------------------------------------------------
# * Set the item height
#--------------------------------------------------------------------------
def item_height
line_height * 2
end
#--------------------------------------------------------------------------
# * Draw HP
#--------------------------------------------------------------------------
def draw_actor_hp(actor, x, y, width = 124)
draw_gauge(x, y, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2)
change_color(system_color)
draw_text(x, y+8, 30, line_height, Vocab::hp_a)
draw_current_and_max_values(x, y + 8, width, actor.hp, actor.mhp,
hp_color(actor), normal_color)
end
#--------------------------------------------------------------------------
# * Draw MP
#--------------------------------------------------------------------------
def draw_actor_mp(actor, x, y, width = 124)
draw_gauge(x, y, width, actor.mp_rate, mp_gauge_color1, mp_gauge_color2)
change_color(system_color)
draw_text(x, y+8, 30, line_height, Vocab::mp_a)
draw_current_and_max_values(x, y + 8, width, actor.mp, actor.mmp,
mp_color(actor), normal_color)
end
#--------------------------------------------------------------------------
# * Draw TP
#--------------------------------------------------------------------------
def draw_actor_tp(actor, x, y, width = 124)
draw_gauge(x, y, width, actor.tp_rate, tp_gauge_color1, tp_gauge_color2)
change_color(system_color)
draw_text(x, y+8, 30, line_height, Vocab::tp_a)
change_color(tp_color(actor))
draw_text(x + width - 42, y + 8, 42, line_height, actor.tp.to_i, 2)
end
#--------------------------------------------------------------------------
# * Get Number of Lines to Show
#--------------------------------------------------------------------------
def visible_line_number
return 2
end
#--------------------------------------------------------------------------
# * Get Gauge Area Rectangle
#--------------------------------------------------------------------------
def gauge_area_rect(index)
rect = item_rect_for_text(index)
rect.x += 2
rect.width -= 4
rect
end
#--------------------------------------------------------------------------
# * Draw Basic Area
#--------------------------------------------------------------------------
def draw_basic_area(rect, actor)
draw_actor_name(actor, rect.x, rect.y - 4, 66)
draw_actor_icons(actor, rect.x + 66, rect.y, 24)
end
#--------------------------------------------------------------------------
# * Draw Gauge Area (with TP)
#--------------------------------------------------------------------------
def draw_gauge_area_with_tp(rect, actor)
draw_actor_hp(actor, rect.x + 0, rect.y + 12, rect.width)
draw_actor_mp(actor, rect.x + 0, rect.y + line_height, rect.width/2)
draw_actor_tp(actor, rect.x + rect.width/2, rect.y + line_height, rect.width/2)
end
#--------------------------------------------------------------------------
# * Draw Gauge Area (without TP)
#--------------------------------------------------------------------------
def draw_gauge_area_without_tp(rect, actor)
draw_actor_hp(actor, rect.x + 0, rect.y + 12, rect.width)
draw_actor_mp(actor, rect.x + 0, rect.y + line_height, rect.width)
end
end
class Window_BattleEnemy < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization *
# info_viewport : Viewport for displaying information
#--------------------------------------------------------------------------
def initialize(info_viewport)
super(0, info_viewport.rect.y, window_width, fitting_height(2)) # just this line that was edited
refresh
self.visible = false
@info_viewport = info_viewport
end
end
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# * Create Actor Commands Window
#--------------------------------------------------------------------------
def create_actor_command_window
@actor_command_window = Window_ActorHorzCommand.new
@actor_command_window.viewport = @info_viewport
@actor_command_window.set_handler(:attack, method(:command_attack))
@actor_command_window.set_handler(:skill, method(:command_skill))
@actor_command_window.set_handler(:guard, method(:command_guard))
@actor_command_window.set_handler(:item, method(:command_item))
@actor_command_window.set_handler(:cancel, method(:prior_command))
@actor_command_window.x = Graphics.width
end
#--------------------------------------------------------------------------
# * Start Party Command Selection
#--------------------------------------------------------------------------
alias restaff_frontview_start_party_command_selection start_party_command_selection
def start_party_command_selection
@help_window.hide
restaff_frontview_start_party_command_selection
end
#--------------------------------------------------------------------------
# * Start Actor Command Selection
#--------------------------------------------------------------------------
alias restaff_frontview_start_actor_command_selection start_actor_command_selection
def start_actor_command_selection
@actor_command_window.help_window = @help_window unless @actor_command_window.help_window
@help_window.show
restaff_frontview_start_actor_command_selection
end
#--------------------------------------------------------------------------
# * [Attack] Command
#--------------------------------------------------------------------------
alias restaff_frontview_command_attack command_attack
def command_attack
@help_window.hide
restaff_frontview_command_attack
end
#--------------------------------------------------------------------------
# * [Guard] Command
#--------------------------------------------------------------------------
alias restaff_frontview_command_guard command_guard
def command_guard
@help_window.hide
restaff_frontview_command_guard
end
#--------------------------------------------------------------------------
# * Enemy [Cancel]
#--------------------------------------------------------------------------
alias restaff_frontview_on_enemy_cancel on_enemy_cancel
def on_enemy_cancel
restaff_frontview_on_enemy_cancel
if @actor_command_window.current_symbol == :attack
@help_window.show
end
end
#--------------------------------------------------------------------------
# * Skill [Cancel]
#--------------------------------------------------------------------------
alias restaff_frontview_on_skill_cancel on_skill_cancel
def on_skill_cancel
restaff_frontview_on_skill_cancel
@help_window.show
end
#--------------------------------------------------------------------------
# * Item [Cancel]
#--------------------------------------------------------------------------
alias restaff_frontview_on_item_cancel on_item_cancel
def on_item_cancel
restaff_frontview_on_item_cancel
@help_window.show
end
#--------------------------------------------------------------------------
# * Create Skill Window
#--------------------------------------------------------------------------
def create_skill_window
@skill_window = Window_HorzSkillList.new(@help_window, @info_viewport)
@skill_window.set_handler(:ok, method(:on_skill_ok))
@skill_window.set_handler(:cancel, method(:on_skill_cancel))
@skill_window.x = Graphics.width - @skill_window.width
@skill_window.y = Graphics.height - @skill_window.height
end
#--------------------------------------------------------------------------
# * Create Item Window
#--------------------------------------------------------------------------
def create_item_window
@item_window = Window_HorzItemList.new(@help_window, @info_viewport)
@item_window.set_handler(:ok, method(:on_item_ok))
@item_window.set_handler(:cancel, method(:on_item_cancel))
@item_window.x = Graphics.width - @item_window.width
@item_window.y = Graphics.height - @item_window.height
end
end
class Window_HorzList < Window_HorzCommand
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x,y)
super(x, y)
deactivate
@last_index = -1
self.back_opacity = 255
end
#--------------------------------------------------------------------------
# * Get Window Width
#--------------------------------------------------------------------------
def window_width
return 128
end
#--------------------------------------------------------------------------
# * Get Number of Lines to Show
#--------------------------------------------------------------------------
def visible_line_number
return 2
end
#--------------------------------------------------------------------------
# * Calculate Height of Window Contents
#--------------------------------------------------------------------------
def contents_height
item_height * 2
end
#--------------------------------------------------------------------------
# * Get Number of Columns
#--------------------------------------------------------------------------
def col_max
return 4
end
#--------------------------------------------------------------------------
# * Get the space inbetween the columns
#--------------------------------------------------------------------------
def spacing
return 4
end
#--------------------------------------------------------------------------
# * Icons commands
#--------------------------------------------------------------------------
def draw_item(index)
return if @list[index].nil?
rect = item_rect(index)
draw_icon(@list[index].icon_index, rect.x, rect.y)
end
#--------------------------------------------------------------------------
# * Update Help Text
#--------------------------------------------------------------------------
def update_help
return if @list[index].nil?
@help_window.set_text(@list[index].description)
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
super
if @last_index != @index
refresh
@last_index = @index
end
end
#--------------------------------------------------------------------------
# * Get Command Data of Selection Item
#--------------------------------------------------------------------------
def current_data
nil
end
#--------------------------------------------------------------------------
# * Show Window
#--------------------------------------------------------------------------
def show
select(0)
@help_window.show
super
end
#--------------------------------------------------------------------------
# * Hide Window
#--------------------------------------------------------------------------
def hide
@help_window.hide
super
end
#--------------------------------------------------------------------------
# * Set Leading Digits - BUGFIX
#--------------------------------------------------------------------------
def top_col=(col)
col = 0 if col < 0
col = item_max - (col_max - 1) if col > item_max - 1
self.ox = col * (item_width + spacing)
end
end
class Window_HorzItemList < Window_HorzList
#--------------------------------------------------------------------------
# * Object Initialization
# info_viewport : Viewport for displaying information
#--------------------------------------------------------------------------
def initialize(help_window, info_viewport)
super(0,100)
self.visible = false
@help_window = help_window
@info_viewport = info_viewport
end
#--------------------------------------------------------------------------
# * Create Command List
#--------------------------------------------------------------------------
def make_command_list
@list = $game_party.all_items.select {|item| include?(item) }
@list.push(nil) if include?(nil)
end
#--------------------------------------------------------------------------
# * Include in Item List?
#--------------------------------------------------------------------------
def include?(item)
$game_party.usable?(item)
end
#--------------------------------------------------------------------------
# * Get Activation State of Selection Item
#--------------------------------------------------------------------------
def current_item_enabled?
enable?(@list[index])
end
#--------------------------------------------------------------------------
# * Get Activation State of Selection Item
#--------------------------------------------------------------------------
def item
return @list[index]
end
#--------------------------------------------------------------------------
# * Draw the current action
#--------------------------------------------------------------------------
def refresh
super
return unless @list[index]
self.contents.font.size = 18
draw_text(ox,line_height, 104, line_height, @list[index].name, 0)
draw_text(ox,line_height, 104, line_height, sprintf(":%2d", $game_party.item_number(@list[index])), 2)
end
#--------------------------------------------------------------------------
# * Display in Enabled State?
#--------------------------------------------------------------------------
def enable?(item)
$game_party.usable?(item)
end
end
class Window_HorzSkillList < Window_HorzList
#--------------------------------------------------------------------------
# * Object Initialization
# info_viewport : Viewport for displaying information
#--------------------------------------------------------------------------
def initialize(help_window, info_viewport)
super(0,100)
self.visible = false
@help_window = help_window
@info_viewport = info_viewport
@actor = nil
@stype_id = 0
end
#--------------------------------------------------------------------------
# * Set Actor
#--------------------------------------------------------------------------
def actor=(actor)
return if @actor == actor
@actor = actor
refresh
self.ox = 0
end
#--------------------------------------------------------------------------
# * Set Skill Type ID
#--------------------------------------------------------------------------
def stype_id=(stype_id)
return if @stype_id == stype_id
@stype_id = stype_id
refresh
self.ox = 0
end
#--------------------------------------------------------------------------
# * Get Skill
#--------------------------------------------------------------------------
def item
@list && index >= 0 ? @list[index] : nil
end
#--------------------------------------------------------------------------
# * Create Command List
#--------------------------------------------------------------------------
def make_command_list
@list = @actor ? @actor.skills.select {|skill| include?(skill) } : []
end
#--------------------------------------------------------------------------
# * Include in Skill List?
#--------------------------------------------------------------------------
def include?(item)
item && item.stype_id == @stype_id
end
#--------------------------------------------------------------------------
# * Get Activation State of Selection Item
#--------------------------------------------------------------------------
def current_item_enabled?
enable?(@list[index])
end
#--------------------------------------------------------------------------
# * Get Activation State of Selection Item
#--------------------------------------------------------------------------
def item
return @list[index]
end
#--------------------------------------------------------------------------
# * Draw the current action
#--------------------------------------------------------------------------
def refresh
super
return unless @list[index]
self.contents.font.size = 18
draw_item_name(@list[index], ox, line_height, enable?(@list[index]))
if @actor.skill_tp_cost(@list[index]) > 0
change_color(tp_cost_color, enable?(@list[index]))
draw_text(ox,line_height, 104, line_height, @actor.skill_tp_cost(@list[index]), 2)
elsif @actor.skill_mp_cost(@list[index]) > 0
change_color(mp_cost_color, enable?(@list[index]))
draw_text(ox,line_height, 104, line_height, @actor.skill_mp_cost(@list[index]), 2)
end
end
#--------------------------------------------------------------------------
# * Display Skill in Active State?
#--------------------------------------------------------------------------
def enable?(item)
@actor && @actor.usable?(item)
end
end
К таким мелким скриптам делать демки это уж совсем стыд.
Я просто скрипт не нашёл, только доп графику, огромное спасибо, что выложил (да, скрипт простой сам разберусь):)Цитата:
Как я понимаю, демки не было изначально. Только сам скрипт:
Спойлер Fomar's Frontview Battle System:Код:=beginFront View Battle System
by Fomar0153
Version 1.0
----------------------
Notes
----------------------
Allows you to have front view battlers for the party.
----------------------
Instructions
----------------------
By default an actor's battler will be the same as his name.
You can use notetags to set an alternate default:
<battler_name Ralph2>
Also during the game if you need to change a battler then call:
$game_actors[x].battler_name = "New Name"
You can also edit the icons and descriptions used by the actor command window
to do this edit the values in the Module FrontView at the top of the scripts.
----------------------
Known bugs
----------------------
None
=end
module ReStaff
module FrontView
# Edit the icons that display for commands here
ACTOR_COMMAND_ICONS = {}
ACTOR_COMMAND_ICONS['Attack'] = 147
ACTOR_COMMAND_ICONS['Guard'] = 160
ACTOR_COMMAND_ICONS['Items'] = 192
ACTOR_COMMAND_ICONS['Special'] = 143
ACTOR_COMMAND_ICONS['Magic'] = 112
# Edit the descriptions that display for commands here
ACTOR_COMMAND_DESC = {}
ACTOR_COMMAND_DESC['Attack'] = "Attack your foes using your weapon."
ACTOR_COMMAND_DESC['Guard'] = "Defend against attacks from your foes."
ACTOR_COMMAND_DESC['Items'] = "Use items you have collected on your journey."
ACTOR_COMMAND_DESC['Special'] = "Unleash your special attacks. Uses TP."
ACTOR_COMMAND_DESC['Magic'] = "Unleach your magical abilities. Uses MP."
def self.get_icon(command)
if ACTOR_COMMAND_ICONS[command].nil?
return 0
else
return ACTOR_COMMAND_ICONS[command]
end
end
def self.get_desc(command)
if ACTOR_COMMAND_DESC[command].nil?
return command
else
return ACTOR_COMMAND_DESC[command]
end
end
end
end
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * New attr_accessor battler_name
#--------------------------------------------------------------------------
attr_accessor:battler_name
#--------------------------------------------------------------------------
# * Aliases Setup
#--------------------------------------------------------------------------
alias restaff_frontview_setup setup
def setup(actor_id)
restaff_frontview_setup(actor_id)
@battler_name = actor.battler_name
end
#--------------------------------------------------------------------------
# * Rewrites use_sprite?
#--------------------------------------------------------------------------
def use_sprite?
return true
end
#--------------------------------------------------------------------------
# * New Method screen_x
#--------------------------------------------------------------------------
def screen_x
return (index+1) * (Graphics.width/($game_party.battle_members.size+1))
end
#--------------------------------------------------------------------------
# * New Method screen_y
#--------------------------------------------------------------------------
def screen_y
return Graphics.height
end
#--------------------------------------------------------------------------
# * New Method screen_z
#--------------------------------------------------------------------------
def screen_z
return 100
end
end
class Spriteset_Battle
#--------------------------------------------------------------------------
# * Rewrites create_actors
#--------------------------------------------------------------------------
def create_actors
@actor_sprites = $game_party.battle_members.reverse.collect do |actor|
Sprite_Battler.new(@viewport1, actor)
end
end
end
class RPG::Actor < RPG::BaseItem
def battler_name
if @battler_name.nil?
if @note =~ /<battler_name (.*)>/i
@battler_name = $1
else
@battler_name = @name
end
end
@battler_name
end
end
class Window_PartyCommand < Window_Command
#--------------------------------------------------------------------------
# * Get Number of Lines to Show
#--------------------------------------------------------------------------
def visible_line_number
return 2
end
end
class Window_ActorHorzCommand < Window_HorzCommand
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0)
self.openness = 0
deactivate
@actor = nil
@last_index = -1
end
#--------------------------------------------------------------------------
# * Get Window Width
#--------------------------------------------------------------------------
def window_width
return 128
end
#--------------------------------------------------------------------------
# * Get Number of Lines to Show
#--------------------------------------------------------------------------
def visible_line_number
return 2
end
#--------------------------------------------------------------------------
# * Create Command List
#--------------------------------------------------------------------------
def make_command_list
return unless @actor
add_attack_command
add_skill_commands
add_guard_command
add_item_command
end
#--------------------------------------------------------------------------
# * Add Attack Command to List
#--------------------------------------------------------------------------
def add_attack_command
add_command(Vocab::attack, :attack, @actor.attack_usable?)
end
#--------------------------------------------------------------------------
# * Add Skill Command to List
#--------------------------------------------------------------------------
def add_skill_commands
@actor.added_skill_types.sort.each do |stype_id|
name = $data_system.skill_types[stype_id]
add_command(name, :skill, true, stype_id)
end
end
#--------------------------------------------------------------------------
# * Add Guard Command to List
#--------------------------------------------------------------------------
def add_guard_command
add_command(Vocab::guard, :guard, @actor.guard_usable?)
end
#--------------------------------------------------------------------------
# * Add Item Command to List
#--------------------------------------------------------------------------
def add_item_command
add_command(Vocab::item, :item)
end
#--------------------------------------------------------------------------
# * Setup
#--------------------------------------------------------------------------
def setup(actor)
@actor = actor
clear_command_list
make_command_list
refresh
select(0)
activate
open
@help_window.show
end
#--------------------------------------------------------------------------
# * Calculate Height of Window Contents
#--------------------------------------------------------------------------
def contents_height
item_height * 2
end
#--------------------------------------------------------------------------
# * Get Number of Columns
#--------------------------------------------------------------------------
def col_max
return 4
end
#--------------------------------------------------------------------------
# * Get the space inbetween the columns
#--------------------------------------------------------------------------
def spacing
return 4
end
#--------------------------------------------------------------------------
# * Icons commands
#--------------------------------------------------------------------------
def draw_item(index)
rect = item_rect(index)
draw_icon(ReStaff::FrontView.get_icon(command_name(index)), rect.x, rect.y)
end
#--------------------------------------------------------------------------
# * Update Help Text
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(ReStaff::FrontView.get_desc(command_name(index)))
end
#--------------------------------------------------------------------------
# * Draw the current action
#--------------------------------------------------------------------------
def refresh
super
return unless @list[index]
self.contents.font.size = 18
draw_text(ox,line_height, 104, line_height, command_name(index), 1)
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
super
if @last_index != @index
refresh
@last_index = @index
end
end
end
class Window_BattleStatus < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias restaff_frontview_initialize initialize
def initialize
restaff_frontview_initialize
contents.font.size = 16
end
#--------------------------------------------------------------------------
# * Spacing Between Actors
#--------------------------------------------------------------------------
def spacing
return 4
end
#--------------------------------------------------------------------------
# * Sets the maximum columns
#--------------------------------------------------------------------------
def col_max
return 4
end
#--------------------------------------------------------------------------
# * Set the item height
#--------------------------------------------------------------------------
def item_height
line_height * 2
end
#--------------------------------------------------------------------------
# * Draw HP
#--------------------------------------------------------------------------
def draw_actor_hp(actor, x, y, width = 124)
draw_gauge(x, y, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2)
change_color(system_color)
draw_text(x, y+8, 30, line_height, Vocab::hp_a)
draw_current_and_max_values(x, y + 8, width, actor.hp, actor.mhp,
hp_color(actor), normal_color)
end
#--------------------------------------------------------------------------
# * Draw MP
#--------------------------------------------------------------------------
def draw_actor_mp(actor, x, y, width = 124)
draw_gauge(x, y, width, actor.mp_rate, mp_gauge_color1, mp_gauge_color2)
change_color(system_color)
draw_text(x, y+8, 30, line_height, Vocab::mp_a)
draw_current_and_max_values(x, y + 8, width, actor.mp, actor.mmp,
mp_color(actor), normal_color)
end
#--------------------------------------------------------------------------
# * Draw TP
#--------------------------------------------------------------------------
def draw_actor_tp(actor, x, y, width = 124)
draw_gauge(x, y, width, actor.tp_rate, tp_gauge_color1, tp_gauge_color2)
change_color(system_color)
draw_text(x, y+8, 30, line_height, Vocab::tp_a)
change_color(tp_color(actor))
draw_text(x + width - 42, y + 8, 42, line_height, actor.tp.to_i, 2)
end
#--------------------------------------------------------------------------
# * Get Number of Lines to Show
#--------------------------------------------------------------------------
def visible_line_number
return 2
end
#--------------------------------------------------------------------------
# * Get Gauge Area Rectangle
#--------------------------------------------------------------------------
def gauge_area_rect(index)
rect = item_rect_for_text(index)
rect.x += 2
rect.width -= 4
rect
end
#--------------------------------------------------------------------------
# * Draw Basic Area
#--------------------------------------------------------------------------
def draw_basic_area(rect, actor)
draw_actor_name(actor, rect.x, rect.y - 4, 66)
draw_actor_icons(actor, rect.x + 66, rect.y, 24)
end
#--------------------------------------------------------------------------
# * Draw Gauge Area (with TP)
#--------------------------------------------------------------------------
def draw_gauge_area_with_tp(rect, actor)
draw_actor_hp(actor, rect.x + 0, rect.y + 12, rect.width)
draw_actor_mp(actor, rect.x + 0, rect.y + line_height, rect.width/2)
draw_actor_tp(actor, rect.x + rect.width/2, rect.y + line_height, rect.width/2)
end
#--------------------------------------------------------------------------
# * Draw Gauge Area (without TP)
#--------------------------------------------------------------------------
def draw_gauge_area_without_tp(rect, actor)
draw_actor_hp(actor, rect.x + 0, rect.y + 12, rect.width)
draw_actor_mp(actor, rect.x + 0, rect.y + line_height, rect.width)
end
end
class Window_BattleEnemy < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization *
# info_viewport : Viewport for displaying information
#--------------------------------------------------------------------------
def initialize(info_viewport)
super(0, info_viewport.rect.y, window_width, fitting_height(2)) # just this line that was edited
refresh
self.visible = false
@info_viewport = info_viewport
end
end
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# * Create Actor Commands Window
#--------------------------------------------------------------------------
def create_actor_command_window
@actor_command_window = Window_ActorHorzCommand.new
@actor_command_window.viewport = @info_viewport
@actor_command_window.set_handler(:attack, method(:command_attack))
@actor_command_window.set_handler(:skill, method(:command_skill))
@actor_command_window.set_handler(:guard, method(:command_guard))
@actor_command_window.set_handler(:item, method(:command_item))
@actor_command_window.set_handler(:cancel, method(:prior_command))
@actor_command_window.x = Graphics.width
end
#--------------------------------------------------------------------------
# * Start Party Command Selection
#--------------------------------------------------------------------------
alias restaff_frontview_start_party_command_selection start_party_command_selection
def start_party_command_selection
@help_window.hide
restaff_frontview_start_party_command_selection
end
#--------------------------------------------------------------------------
# * Start Actor Command Selection
#--------------------------------------------------------------------------
alias restaff_frontview_start_actor_command_selection start_actor_command_selection
def start_actor_command_selection
@actor_command_window.help_window = @help_window unless @actor_command_window.help_window
@help_window.show
restaff_frontview_start_actor_command_selection
end
#--------------------------------------------------------------------------
# * [Attack] Command
#--------------------------------------------------------------------------
alias restaff_frontview_command_attack command_attack
def command_attack
@help_window.hide
restaff_frontview_command_attack
end
#--------------------------------------------------------------------------
# * [Guard] Command
#--------------------------------------------------------------------------
alias restaff_frontview_command_guard command_guard
def command_guard
@help_window.hide
restaff_frontview_command_guard
end
#--------------------------------------------------------------------------
# * Enemy [Cancel]
#--------------------------------------------------------------------------
alias restaff_frontview_on_enemy_cancel on_enemy_cancel
def on_enemy_cancel
restaff_frontview_on_enemy_cancel
if @actor_command_window.current_symbol == :attack
@help_window.show
end
end
#--------------------------------------------------------------------------
# * Skill [Cancel]
#--------------------------------------------------------------------------
alias restaff_frontview_on_skill_cancel on_skill_cancel
def on_skill_cancel
restaff_frontview_on_skill_cancel
@help_window.show
end
#--------------------------------------------------------------------------
# * Item [Cancel]
#--------------------------------------------------------------------------
alias restaff_frontview_on_item_cancel on_item_cancel
def on_item_cancel
restaff_frontview_on_item_cancel
@help_window.show
end
#--------------------------------------------------------------------------
# * Create Skill Window
#--------------------------------------------------------------------------
def create_skill_window
@skill_window = Window_HorzSkillList.new(@help_window, @info_viewport)
@skill_window.set_handler(:ok, method(:on_skill_ok))
@skill_window.set_handler(:cancel, method(:on_skill_cancel))
@skill_window.x = Graphics.width - @skill_window.width
@skill_window.y = Graphics.height - @skill_window.height
end
#--------------------------------------------------------------------------
# * Create Item Window
#--------------------------------------------------------------------------
def create_item_window
@item_window = Window_HorzItemList.new(@help_window, @info_viewport)
@item_window.set_handler(:ok, method(:on_item_ok))
@item_window.set_handler(:cancel, method(:on_item_cancel))
@item_window.x = Graphics.width - @item_window.width
@item_window.y = Graphics.height - @item_window.height
end
end
class Window_HorzList < Window_HorzCommand
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x,y)
super(x, y)
deactivate
@last_index = -1
self.back_opacity = 255
end
#--------------------------------------------------------------------------
# * Get Window Width
#--------------------------------------------------------------------------
def window_width
return 128
end
#--------------------------------------------------------------------------
# * Get Number of Lines to Show
#--------------------------------------------------------------------------
def visible_line_number
return 2
end
#--------------------------------------------------------------------------
# * Calculate Height of Window Contents
#--------------------------------------------------------------------------
def contents_height
item_height * 2
end
#--------------------------------------------------------------------------
# * Get Number of Columns
#--------------------------------------------------------------------------
def col_max
return 4
end
#--------------------------------------------------------------------------
# * Get the space inbetween the columns
#--------------------------------------------------------------------------
def spacing
return 4
end
#--------------------------------------------------------------------------
# * Icons commands
#--------------------------------------------------------------------------
def draw_item(index)
return if @list[index].nil?
rect = item_rect(index)
draw_icon(@list[index].icon_index, rect.x, rect.y)
end
#--------------------------------------------------------------------------
# * Update Help Text
#--------------------------------------------------------------------------
def update_help
return if @list[index].nil?
@help_window.set_text(@list[index].description)
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
super
if @last_index != @index
refresh
@last_index = @index
end
end
#--------------------------------------------------------------------------
# * Get Command Data of Selection Item
#--------------------------------------------------------------------------
def current_data
nil
end
#--------------------------------------------------------------------------
# * Show Window
#--------------------------------------------------------------------------
def show
select(0)
@help_window.show
super
end
#--------------------------------------------------------------------------
# * Hide Window
#--------------------------------------------------------------------------
def hide
@help_window.hide
super
end
#--------------------------------------------------------------------------
# * Set Leading Digits - BUGFIX
#--------------------------------------------------------------------------
def top_col=(col)
col = 0 if col < 0
col = item_max - (col_max - 1) if col > item_max - 1
self.ox = col * (item_width + spacing)
end
end
class Window_HorzItemList < Window_HorzList
#--------------------------------------------------------------------------
# * Object Initialization
# info_viewport : Viewport for displaying information
#--------------------------------------------------------------------------
def initialize(help_window, info_viewport)
super(0,100)
self.visible = false
@help_window = help_window
@info_viewport = info_viewport
end
#--------------------------------------------------------------------------
# * Create Command List
#--------------------------------------------------------------------------
def make_command_list
@list = $game_party.all_items.select {|item| include?(item) }
@list.push(nil) if include?(nil)
end
#--------------------------------------------------------------------------
# * Include in Item List?
#--------------------------------------------------------------------------
def include?(item)
$game_party.usable?(item)
end
#--------------------------------------------------------------------------
# * Get Activation State of Selection Item
#--------------------------------------------------------------------------
def current_item_enabled?
enable?(@list[index])
end
#--------------------------------------------------------------------------
# * Get Activation State of Selection Item
#--------------------------------------------------------------------------
def item
return @list[index]
end
#--------------------------------------------------------------------------
# * Draw the current action
#--------------------------------------------------------------------------
def refresh
super
return unless @list[index]
self.contents.font.size = 18
draw_text(ox,line_height, 104, line_height, @list[index].name, 0)
draw_text(ox,line_height, 104, line_height, sprintf(":%2d", $game_party.item_number(@list[index])), 2)
end
#--------------------------------------------------------------------------
# * Display in Enabled State?
#--------------------------------------------------------------------------
def enable?(item)
$game_party.usable?(item)
end
end
class Window_HorzSkillList < Window_HorzList
#--------------------------------------------------------------------------
# * Object Initialization
# info_viewport : Viewport for displaying information
#--------------------------------------------------------------------------
def initialize(help_window, info_viewport)
super(0,100)
self.visible = false
@help_window = help_window
@info_viewport = info_viewport
@actor = nil
@stype_id = 0
end
#--------------------------------------------------------------------------
# * Set Actor
#--------------------------------------------------------------------------
def actor=(actor)
return if @actor == actor
@actor = actor
refresh
self.ox = 0
end
#--------------------------------------------------------------------------
# * Set Skill Type ID
#--------------------------------------------------------------------------
def stype_id=(stype_id)
return if @stype_id == stype_id
@stype_id = stype_id
refresh
self.ox = 0
end
#--------------------------------------------------------------------------
# * Get Skill
#--------------------------------------------------------------------------
def item
@list && index >= 0 ? @list[index] : nil
end
#--------------------------------------------------------------------------
# * Create Command List
#--------------------------------------------------------------------------
def make_command_list
@list = @actor ? @actor.skills.select {|skill| include?(skill) } : []
end
#--------------------------------------------------------------------------
# * Include in Skill List?
#--------------------------------------------------------------------------
def include?(item)
item && item.stype_id == @stype_id
end
#--------------------------------------------------------------------------
# * Get Activation State of Selection Item
#--------------------------------------------------------------------------
def current_item_enabled?
enable?(@list[index])
end
#--------------------------------------------------------------------------
# * Get Activation State of Selection Item
#--------------------------------------------------------------------------
def item
return @list[index]
end
#--------------------------------------------------------------------------
# * Draw the current action
#--------------------------------------------------------------------------
def refresh
super
return unless @list[index]
self.contents.font.size = 18
draw_item_name(@list[index], ox, line_height, enable?(@list[index]))
if @actor.skill_tp_cost(@list[index]) > 0
change_color(tp_cost_color, enable?(@list[index]))
draw_text(ox,line_height, 104, line_height, @actor.skill_tp_cost(@list[index]), 2)
elsif @actor.skill_mp_cost(@list[index]) > 0
change_color(mp_cost_color, enable?(@list[index]))
draw_text(ox,line_height, 104, line_height, @actor.skill_mp_cost(@list[index]), 2)
end
end
#--------------------------------------------------------------------------
# * Display Skill in Active State?
#--------------------------------------------------------------------------
def enable?(item)
@actor && @actor.usable?(item)
end
end
К таким мелким скриптам делать демки это уж совсем стыд.
И ещё один, на сей раз очень важный вопрос:
1) Нужен скрипт который убирает ману из игры,
2) Нужен скрипт который ставит определённое количество использований как в играх покемон.
к примеру:
Толчок 32/32
Когда лимит исчерпан можно пойти в больничку и выличится.(И жизнь хилится и количество использований становится как было)
з.ы. скрипт хоть и мелкий но не работает
Попробуй егоЦитата:
Я просто скрипт не нашёл, только доп графику, огромное спасибо, что выложил (да, скрипт простой сам разберусь):)
2) Нужен скрипт который ставит определённое количество использований как в играх покемон.
к примеру:
Толчок 32/32
Когда лимит исчерпан можно пойти в больничку и выличится.(И жизнь хилится и количество использований становится как было)
з.ы. скрипт хоть и мелкий но не работает
http://yanflychannel.wordpress.com/r...-restrictions/
Неподскажите мне есть ли такой скрипт на VX ACE чтобы считал уровни персонажа. Желательно переменной. Или как то это можно сделать без скрипта? Я лично не нашел.
Seibur
Работает. Он просто криво скопировался на форум. В первой строчке после "=begin" нужно Enter нажать, чтобы остальная часть на следующую строку перенеслась. Иначе этот комментарий с инструкцией не воспримется.
Shiva
Делается командой "Управление переменными" -> "Игровое". Там находится среди прочего.Цитата:
Неподскажите мне есть ли такой скрипт на VX ACE чтобы считал уровни персонажа. Желательно переменной. Или как то это можно сделать без скрипта? Я лично не нашел.
Скажите скрипт на миникарту для версии VX Ace