Таннари
Эм, ну это оно и есть.
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.
Последний раз редактировалось Alerent; 11.03.2013 в 09:01.
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
нужна демка этой боевки
Прохлада и спокойствие мне вполне по душе
Спойлер :
き っ と 、 女 の 子 は お 砂 糖 と ス パ イ ス と 素 敵 な 何 か で で き て い る。
Как я понимаю, демки не было изначально. Только сам скрипт:нужна демка этой боевки
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)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
Последний раз редактировалось Seibur; 12.03.2013 в 12:01.
Прохлада и спокойствие мне вполне по душе
Спойлер :
き っ と 、 女 の 子 は お 砂 糖 と ス パ イ ス と 素 敵 な 何 か で で き て い る。
Попробуй егоЯ 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.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.
Последний раз редактировалось mephis; 12.03.2013 в 13:43.
Скажите скрипт на миникарту для версии VX Ace
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