Все равно тебе спасибо)) подтолкнул меня) не когда скриптами не занимался)
что о соседней теме по растяжке думаешь?
Там уже по маштабнее. Нужня ася, а скорости скачивания нету(10 килобит./с). Может завтра(поставлю на ночь качаться), или сегодня часов 4(тоесть уже завтра).
Последний раз редактировалось MraK; 28.03.2012 в 07:38.
Ребят мож я ошибся темой,но нужна помошь.
Пользуюсь этим скриптом(http://rpgmaker.su/showthread.php/1071-VX-IEX-Yggdrasil). Выдаёт эту ошипку.Безымянный.png
Чё делать?
ну я просто в скриптах полный ноль
Адрюха знаю любишь ты скрипты вот тебе еще одна задачка) На простой вехи был отличный скрипт на выброс предметов и денег.
Сейчас на ВХ Асе Японцы написали похожий скрипт но в нем отсутствует пару функций
то есть нет выброса денег и нет таблички с названием предметов.
картинка работы скрипта простой вехи
картинка работы скрипта в асе
а вот скрипты вехи
а вот скрипт который написали для асеКод:#============================================================================== # Chest Item Pop-Up 2 #============================================================================== # Author : OriginalWij # Version : 1.0 #============================================================================== #============================================================================== # Version History # --------------- # # NOTE: The newest version is the ONLY supported version! # # v1.0 # - Initial release #============================================================================== #============================================================================== # To use: # # 1) Setup the options in configuration section below # 2) Turn on the activation switch (defined in configuration section below) # 3) Add items via event commands like normal # # NOTE1: this script will automatically pop-up if activation switch is on! # NOTE2: turn activation switch OFF to add items WITHOUT popup # NOTE3: when adding multiple (different) items, insert a WAIT(1) between them # NOTE4: use WAIT(7) between a message & popup (allows message window to close) #============================================================================== #============================================================================== # To call manually from any scene or from an event script command: # # NOTE: For scripters only! # # (useful if using a break-limits script and popping-up 100+ of one item) # # $scene.item_popup(type, amount, index) # $scene.item_popup(type, amount, index, add) # type : 0 :gold, 1 :items, 2 :weapons, 3 :armor # amount : number of items "gaining" # index : item ID (use 0 for gold) # add : adds items into inventory if true (optional, default = false) #============================================================================== #============================================================================== # Start User Configuration #============================================================================== module OW_CHEST # Switch to activate/deactivate item pop-ups (switch ID) POPUP_SWITCH = 101 # Pop-up speed [0 = fastest ... 4 = slowest] POPUP_SPEED = 4 # Show item icon in item description? ('gold' icon is always shown) SHOW_DESC_ICON = true # Pop-up item description? [false = static description window] POPUP_DESC = true # "Gold" icon (icon ID) GOLD_ICON = 205 # Play sound on popup? PLAY_SOUND = true # Sound to play upon popup [if PLAY_SOUND = true] S_NAME = 'Audio/SE/Saint6' S_VOLUME = 60 S_PITCH = 80 # Wait for button to close? [false = wait for time] BUTTON_WAIT = true # Buttons to wait for [if BUTTON_WAIT = true] (buttons can be the same) BUTTON_1 = Input::C BUTTON_2 = Input::B # Frames to wait [if BUTTON_WAIT = false] (in frames) TIME = 120 # Popup items & gold at the end of battle? BATTLE_POP = false # Popup experience at end of battle? [if BATTLE_POP = true] XP_POP = false # Experience icon to show [if XP_POP = true] (icon ID) XP_ICON = 27 end #============================================================================== # End User Configuration #============================================================================== ########################################################################### # Do NOT modify ANYTHING below unless you know what you're doing!!! # # Failure to do so may result in hair-loss, blindness, or insanity! # ########################################################################### #============================================================================== # Game_Interpreter #============================================================================== class Game_Interpreter #-------------------------------------------------------------------------- # Command 125 [Change Gold] (Mod) #-------------------------------------------------------------------------- alias ow_chest_command_125 command_125 unless $@ def command_125 value = operate_value(@params[0], @params[1], @params[2]) if $game_switches[OW_CHEST::POPUP_SWITCH] and @params[0] == 0 $scene.item_popup(0, value, 1) end ow_chest_command_125 end #-------------------------------------------------------------------------- # Command 126 [Change Items] (Mod) #-------------------------------------------------------------------------- alias ow_chest_command_126 command_126 unless $@ def command_126 value = operate_value(@params[1], @params[2], @params[3]) if $game_switches[OW_CHEST::POPUP_SWITCH] and @params[1] == 0 $scene.item_popup(1, value, @params[0]) end ow_chest_command_126 end #-------------------------------------------------------------------------- # Command 127 [Change Weapons] (Mod) #-------------------------------------------------------------------------- alias ow_chest_command_127 command_127 unless $@ def command_127 value = operate_value(@params[1], @params[2], @params[3]) if $game_switches[OW_CHEST::POPUP_SWITCH] and @params[1] == 0 $scene.item_popup(2, value, @params[0]) end ow_chest_command_127 end #-------------------------------------------------------------------------- # Command 128 [Change Armor] (Mod) #-------------------------------------------------------------------------- alias ow_chest_command_128 command_128 unless $@ def command_128 value = operate_value(@params[1], @params[2], @params[3]) if $game_switches[OW_CHEST::POPUP_SWITCH] and @params[1] == 0 $scene.item_popup(3, value, @params[0]) end ow_chest_command_128 end end #============================================================================== # Scene_Base #============================================================================== class Scene_Base #-------------------------------------------------------------------------- # Item Pop-Up (New) #-------------------------------------------------------------------------- def item_popup(type, amount, index, add = false) case type when 0 # Gold $game_party.gain_gold(amount) if add item = nil when 1 # Items $game_party.gain_item($data_items[index], amount) if add item = $data_items[index] when 2 # Weapons $game_party.gain_item($data_weapons[index], amount) if add item = $data_weapons[index] when 3 # Armors $game_party.gain_item($data_armors[index], amount) if add item = $data_armors[index] when 4 # Xp (battle only : no add) item = nil end icon = (item == nil) ? OW_CHEST::GOLD_ICON : item.icon_index icon = OW_CHEST::XP_ICON if type == 4 x = $game_player.screen_x - 26 y = $game_player.screen_y - 48 @popup_window = Window_Base.new(x, y, 56, 56) @popup_window.opacity = @popup_window.contents_opacity = 0 if $game_temp.in_battle @popup_window.x = (Graphics.width - @popup_window.width) / 2 @popup_window.y = Graphics.height / 2 - 64 end @popup_window.draw_icon(icon, 0, 0) max = OW_CHEST::POPUP_SPEED * 4 + 16 for i in 1..max @popup_window.contents_opacity = i * (256 / max) @popup_window.y -= (32 / max) @popup_window.update Graphics.update end if OW_CHEST::PLAY_SOUND Audio.se_play(OW_CHEST::S_NAME, OW_CHEST::S_VOLUME, OW_CHEST::S_PITCH) end text = (item == nil) ? amount.to_s : item.name prefix_text = (amount == 1 or item == nil) ? "" : amount.to_s + " x " width = @popup_window.contents.text_size(text).width + 28 prefix_width = @popup_window.contents.text_size(prefix_text).width x = (Graphics.width - (width + prefix_width + 32)) / 2 y = (Graphics.height - 56) / 2 y += 32 if OW_CHEST::POPUP_DESC @name_window = Window_Base.new(x, y, width + prefix_width + 32, 56) @name_window.opacity = @name_window.contents_opacity = 0 unless item == nil w = width + prefix_width if OW_CHEST::SHOW_DESC_ICON @name_window.contents.draw_text(0, 0, w, 24, prefix_text) @name_window.draw_item_name(item, prefix_width, 0) else @name_window.contents.draw_text(14, 0, w, 24, prefix_text) @name_window.contents.draw_text(prefix_width + 14, 0, w, 24, item.name) end else @name_window.contents.draw_text(2, 0, width, 24, text) @name_window.draw_icon(icon, width - 24, 0) end for i in 1..max @name_window.y -= (32 / max) if OW_CHEST::POPUP_DESC @name_window.contents_opacity = i * (256 / max) @name_window.opacity = i * (256 / max) @name_window.update Graphics.update end count = 0 loop do Graphics.update Input.update count += 1 unless OW_CHEST::BUTTON_WAIT break if Input.trigger?(OW_CHEST::BUTTON_1) and OW_CHEST::BUTTON_WAIT break if Input.trigger?(OW_CHEST::BUTTON_2) and OW_CHEST::BUTTON_WAIT break if count == OW_CHEST::TIME and !OW_CHEST::BUTTON_WAIT end for i in 1..max @popup_window.contents_opacity = 256 - i * (256 / max) @name_window.opacity = 256 - i * (256 / max) @name_window.contents_opacity = 256 - i * (256 / max) @popup_window.update @name_window.update Graphics.update end @popup_window.dispose @name_window.dispose Input.update end end #============================================================================== # Scene_Battle #============================================================================== class Scene_Battle < Scene_Base #-------------------------------------------------------------------------- # Display Gained Experience and Gold (Mod) #-------------------------------------------------------------------------- alias ow_chest_display_exp_and_gold display_exp_and_gold unless $@ def display_exp_and_gold if OW_CHEST::BATTLE_POP and $game_switches[OW_CHEST::POPUP_SWITCH] exp = $game_troop.exp_total gold = $game_troop.gold_total if exp > 0 and !OW_CHEST::XP_POP text = sprintf(Vocab::ObtainExp, exp) $game_message.texts.push('\.' + text) wait_for_message elsif exp > 0 and OW_CHEST::XP_POP item_popup(4, exp, 0) end item_popup(0, gold, 0, true) else ow_chest_display_exp_and_gold end end #-------------------------------------------------------------------------- # Display Gained Drop Items (Mod) #-------------------------------------------------------------------------- alias ow_chest_display_drop_items display_drop_items unless $@ def display_drop_items if OW_CHEST::BATTLE_POP and $game_switches[OW_CHEST::POPUP_SWITCH] drop_items = $game_troop.make_drop_items for item in drop_items type = 1 if item.is_a?(RPG::Item) type = 2 if item.is_a?(RPG::Weapon) type = 3 if item.is_a?(RPG::Armor) item_popup(type, 1, item.id, true) end else ow_chest_display_drop_items end end end
вот попробуй во второй скрипт добавить не достающие функции рамку с названием предметов и выброс денегКод:#============================================================================== # ★ RGSS3_アイコンポップ Ver1.2 #============================================================================== =begin 作者:tomoaky webサイト:ひきも記 (http://hikimoki.sakura.ne.jp/) イベントの頭上に任意のアイコンを表示することができます。 イベントコマンド『スクリプト』で以下を実行してください pop_icon(event_id, icon_id, duration) event_id 番のイベントの頭上に icon_id 番のアイコンが表示されます。 event_id に 0 を指定すると実行中のイベント自身が対象となり、 -1 を指定すればプレイヤーが対象となります。 duration は省略することが可能です、その場合は 120 となります。 例)pop_icon(-1, 17, 300) プレイヤーに戦闘不能アイコンを5秒間(300フレーム)表示します アイコン表示中に pop_icon コマンドを実行しても効果はありません。 すぐに次のアイコンを表示したい場合は、delete_icon コマンドで アイコンを削除してから pop_icon コマンドを実行してください。 例)delete_icon(-1) プレイヤーに表示中のアイコンを削除する おまけとしてイベントコマンド『アイテムの増減』『武器の増減』『防具の増減』が 実行されたとき、自動でアイコンを表示する機能が付いています。 アイコンを表示する対象はゲーム変数(初期設定では6番)で変更が可能です、 値は pop_icon コマンドにおける event_id と同様ですが、-2 以下を指定することで 機能をオフにすることができます。 使用するゲーム変数(初期設定) 0006 2012.01.19 Ver1.2 ・表示中のアイコンポップを削除する delete_icon コマンドを追加 ・自律移動【カスタム】のスクリプトコマンドで アイコンポップ機能が動作しない不具合を修正 2011.12.21 Ver1.11 ・並列処理で event_id に 0 を指定するとアイコンが表示されない不具合を修正 2011.12.17 Ver1.1 ・コマンドに表示時間を指定する機能を追加しました 2011.12.15 Ver1.0 公開 =end #============================================================================== # □ 設定項目 #============================================================================== module TMICPOP GRAVITY = 24 # アイコンにかかる重力 SPEED = -320 # アイコンの初速(Y方向) VN_TARGET = 6 # 自動ポップ対象設定として扱うゲーム変数番号 end #============================================================================== # □ コマンド #============================================================================== module TMICPOP module Commands #-------------------------------------------------------------------------- # ○ アイコンポップの開始 #-------------------------------------------------------------------------- def pop_icon(event_id, icon_id, duration = 120) target = get_character(event_id) return unless target target.icpop_id = icon_id target.icpop_duration = duration end #-------------------------------------------------------------------------- # ○ アイコンポップの削除 #-------------------------------------------------------------------------- def delete_icon(event_id) target = get_character(event_id) return unless target target.icpop_delete_flag = true end end end # module TMICPOP #============================================================================== # ■ Game_CharacterBase #============================================================================== class Game_CharacterBase #-------------------------------------------------------------------------- # ● 公開インスタンス変数 #-------------------------------------------------------------------------- attr_accessor :icpop_id # アイコンポップ ID attr_accessor :icpop_duration # アイコンポップ 表示時間 attr_accessor :icpop_delete_flag # アイコンポップ 削除フラグ #-------------------------------------------------------------------------- # ● 公開メンバ変数の初期化 #-------------------------------------------------------------------------- alias tmicpop_game_characterbase_init_public_members init_public_members def init_public_members tmicpop_game_characterbase_init_public_members @icpop_id = 0 @icpop_duration = 0 @icpop_delete_flag = false end end #============================================================================== # ■ Sprite_Character #============================================================================== class Sprite_Character #-------------------------------------------------------------------------- # ● オブジェクト初期化 # character : Game_Character #-------------------------------------------------------------------------- alias tmicpop_sprite_character_initialize initialize def initialize(viewport, character = nil) @icpop_duration = 0 tmicpop_sprite_character_initialize(viewport, character) end #-------------------------------------------------------------------------- # ● 解放 #-------------------------------------------------------------------------- alias tmicpop_sprite_character_dispose dispose def dispose dispose_icpop tmicpop_sprite_character_dispose end #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- alias tmicpop_sprite_character_update update def update update_icpop tmicpop_sprite_character_update end #-------------------------------------------------------------------------- # ● 新しいエフェクトの設定 #-------------------------------------------------------------------------- alias tmicpop_sprite_character_setup_new_effect setup_new_effect def setup_new_effect tmicpop_sprite_character_setup_new_effect if !@icpop_sprite && @character.icpop_id > 0 @icpop_id = @character.icpop_id @character.icpop_id = 0 start_icpop end end #-------------------------------------------------------------------------- # ○ アイコンポップ表示の開始 #-------------------------------------------------------------------------- def start_icpop dispose_icpop @icpop_duration = @icpop_duration_max = @character.icpop_duration @icpop_sprite = ::Sprite.new(viewport) @icpop_sprite.bitmap = Cache.system("IconSet") @icpop_sprite.src_rect.set(@icpop_id % 16 * 24, @icpop_id / 16 * 24, 24, 24) @icpop_sprite.ox = 12 @icpop_sprite.oy = 24 @icpop_y_plus = 0 @icpop_y_speed = TMICPOP::SPEED update_icpop end #-------------------------------------------------------------------------- # ○ アイコンポップの解放 #-------------------------------------------------------------------------- def dispose_icpop @character.icpop_delete_flag = false if @icpop_sprite @icpop_sprite.dispose @icpop_sprite = nil end end #-------------------------------------------------------------------------- # ○ アイコンポップの更新 #-------------------------------------------------------------------------- def update_icpop if @icpop_duration > 0 @icpop_duration -= 1 if @character.icpop_delete_flag @icpop_duration = 0 dispose_icpop elsif @icpop_duration > 0 @icpop_sprite.x = x @icpop_y_plus += @icpop_y_speed @icpop_y_speed += TMICPOP::GRAVITY if @icpop_y_plus > 0 @icpop_y_plus = 0 - @icpop_y_plus @icpop_y_speed = 0 - @icpop_y_speed / 2 end @icpop_sprite.y = y - height + (@icpop_y_plus / 256) @icpop_sprite.z = z + 200 @icpop_sprite.opacity = (@icpop_duration < 16 ? @icpop_duration * 16 : (@icpop_duration_max - @icpop_duration) * 32) else dispose_icpop @character.icpop_id = 0 end end end end #============================================================================== # ■ Game_Event #============================================================================== class Game_Event include TMICPOP::Commands #-------------------------------------------------------------------------- # ○ キャラクターの取得 # param : -1 ならプレイヤー、0 ならこのイベント、それ以外はイベント ID #-------------------------------------------------------------------------- def get_character(param) if param < 0 $game_player else $game_map.events[param > 0 ? param : @id] end end end #============================================================================== # ■ Game_Interpreter #============================================================================== class Game_Interpreter include TMICPOP::Commands #-------------------------------------------------------------------------- # ● アイテムの増減 #-------------------------------------------------------------------------- alias tmicpop_game_interpreter_command_126 command_126 def command_126 tmicpop_game_interpreter_command_126 value = operate_value(@params[1], @params[2], @params[3]) if value > 0 if $game_variables[TMICPOP::VN_TARGET] >= -1 && !$game_party.in_battle item = $data_items[@params[0]] pop_icon($game_variables[TMICPOP::VN_TARGET], item.icon_index) end end end #-------------------------------------------------------------------------- # ● 武器の増減 #-------------------------------------------------------------------------- alias tmicpop_game_interpreter_command_127 command_127 def command_127 tmicpop_game_interpreter_command_127 value = operate_value(@params[1], @params[2], @params[3]) if value > 0 if $game_variables[TMICPOP::VN_TARGET] >= -1 && !$game_party.in_battle item = $data_weapons[@params[0]] pop_icon($game_variables[TMICPOP::VN_TARGET], item.icon_index) end end end #-------------------------------------------------------------------------- # ● 防具の増減 #-------------------------------------------------------------------------- alias tmicpop_game_interpreter_command_128 command_128 def command_128 tmicpop_game_interpreter_command_128 value = operate_value(@params[1], @params[2], @params[3]) if value > 0 if $game_variables[TMICPOP::VN_TARGET] >= -1 && !$game_party.in_battle item = $data_armors[@params[0]] pop_icon($game_variables[TMICPOP::VN_TARGET], item.icon_index) end end end end
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