как заставить обновляться данное переменной выведенное в главное меню, если оно меняется конечно (в моем случае оно должно изменяться по идее)?
как заставить обновляться данное переменной выведенное в главное меню, если оно меняется конечно (в моем случае оно должно изменяться по идее)?
Мало что понял, но предположу запихнуть его в апдейт или вызывать метод с переменной когда происходит ее изменение.
апдейт же, точно, забыл -_-
Спойлер :
Последний раз редактировалось HopeBree; 15.08.2015 в 00:20.
Последний раз редактировалось Пётр; 15.08.2015 в 00:34. Причина: Спойлеры!!!
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。
не прозрачные окна только для наглядности, их и не будет и стат будет перекрашен
доброго всем
собстна появилась этаки не большая проблема (вру, даже очень большая)
надо дописать боевку от фалко добавив команду "User Graphic Pos = x,y"
команда должна задавать положения графики вызванной командой "User Graphic"
для чего мне это нужно, спрайты уже нарисованы и сделаны и их этак очень много, но на деле показало, что весь труд прошел зря и положения анимаций не там где должна быть.
у пещерного есть скрипт Event shifts script, было бы идеально как-то его прикрутить, а именно команду [es|x|y|z] (можно и без z координаты) для этой функции.
upd:
или так, как вытащить значение из нотетага предмета или скила
<koor x:\s*(\d+)\s*>
<koor y:\s*(\d+)\s*>
upd2:
я уже вешаться готов
не нравится ему метод kx в 88 строке, я так пологая ему и 90 и 92 не понравитсяPHP код:
module HB
module REGEXP
module BASEITEM
KOORX = /<(?:KOORX|koorx):[ ](\d+)>/i
KOORY = /<(?:KOORY|koory):[ ](\d+)>/i
end
end
end
class RPG::BaseItem
attr_accessor :kx
attr_accessor :ky
def load_notetags_aim
self.note.split(/[\r\n]+/).each { |line|
case line
when HB::REGEXP::BASEITEM::KOORX
@kx = $1.to_i
when HB::REGEXP::BASEITEM::KOORY
@ky = $1.to_i
end
}
end
end
#===============================================================================
# * Falcao Pearl ABS script shelf # 5
#
# This script handles all sprites of Pearl ABS engine
#===============================================================================
# Anime action enguine
class Anime_Obj < Game_Character
attr_accessor :draw_it, :destroy_it, :item, :user, :original_speed
attr_reader :custom_graphic
def initialize(user, item)
super()
PearlKernel.load_item(item)
@draw_it = false
@destroy_it = false
@item = item
@user = user
@custom_graphic = false
graphic = PearlKernel.user_graphic
if graphic.split(" ").include?('custom')
graphic = graphic.sub("custom ","")
@custom_graphic = true
user.transparent = true
user.using_custom_g = true
end
@character_name = graphic
moveto(@user.x, @user.y)
set_direction(@user.direction)
@original_speed = PearlKernel.user_animespeed
#patch
PearlKernel.check_iconset(@item, "User Iconset = ", self)
@character_name = "" if @user_iconset != nil
end
end
# Sprite character added battlers as enemies and the anime sprites fit
class Sprite_Character < Sprite_Base
alias falcaopearl_update_position update_position
def update_position
if !@character.battler.nil? and @character.battler.is_a?(
Game_Enemy) and @character.battler.breath_enable
apply_breath_effect(@character)
end
self.zoom_x = @character.zoomfx_x
self.zoom_y = @character.zoomfx_y
self.angle = @character.angle_fx
falcaopearl_update_position
update_anime_object_pos
end
# anime object position and action
def update_anime_object_pos
if @character.is_a?(Anime_Obj)
if @character.custom_graphic
add = 0
else
@ch == 128 ? add = 48 : add = (@ch / 2) / 2
end
if @character.direction == 6
self.x = @character.user.screen_x + @item.kx
else
self.x = @character.user.screen_x - @item.kx
end
self.y = @character.user.screen_y + add + @item.ky
self.z = @character.user.screen_z + 1
@character.direction = @character.user.direction
if @character.user.anime_speed == 0
if @character.custom_graphic
@character.user.transparent = false
@character.user.using_custom_g = false
end
@character.destroy_it = true
end
if @character.user.making_spiral
@character.direction == 8 ? @character.pattern=1 : @character.pattern=2
return
end
a= @character.user.anime_speed.to_f/@character.original_speed.to_f * 100.0
case a
when 80..100 ; @character.pattern = 0
when 60..80 ; @character.pattern = 1
when 25..60 ; @character.pattern = 2
end
end
end
# Enemy battler graphics engine
alias falcaopearl_battler_bitmap set_character_bitmap
def set_character_bitmap
if battler_graphic?
self.bitmap= Cache.battler(@character_name,@character.battler.battler_hue)
self.ox = self.bitmap.width / 2
self.oy = self.bitmap.height
return
end
falcaopearl_battler_bitmap
end
def battler_graphic?
if !@character.battler.nil? and @character.battler.is_a?(
Game_Enemy) and @character.battler.battler_graphic
return false if @character.page.nil?
@character_name = @character.battler.battler_name
return true
end
return false
end
alias falcaopearl_battler_graphic update_src_rect
def update_src_rect
return if battler_graphic?
falcaopearl_battler_graphic
end
# breath effect
def apply_breath_effect(char)
return if @character.is_a?(Game_Event) and @character.erased
char.zoomfx_x -= 0.0023 if !char.zfx_bol
char.zoomfx_y -= 0.0023 if !char.zfx_bol
char.zoomfx_x += 0.0023 if char.zfx_bol
char.zoomfx_y += 0.0023 if char.zfx_bol
char.zfx_bol = true if char.zoomfx_x <= 0.93
char.zfx_bol = false if char.zoomfx_x >= 1.0
end
end
#sprite characters part 2 (icon graphics feature
class Sprite_Character < Sprite_Base
def iconset_graphic?
!@character.user_iconset.nil? || !@character.pro_iconset.nil?
end
alias falcao_fantastic_bit update_bitmap
def update_bitmap
if iconset_graphic?
if @apply_iconset.nil?
icon = @character.user_iconset[0] if !@character.user_iconset.nil? and
@character.is_a?(Anime_Obj)
icon = @character.pro_iconset[0] if !@character.pro_iconset.nil? and
@character.is_a?(Projectile)
set_iconsetbitmap(icon)
@apply_iconset = true
end
apply_breath_effect2(@character) if !@character.pro_iconset.nil? and
@character.is_a?(Projectile) and @character.pro_iconset[1] == :animated
@enable_angle = @character.user_iconset[1] if
!@character.user_iconset.nil? and @character.is_a?(Anime_Obj)
return
end
falcao_fantastic_bit
end
alias falcao_fantastic_update_position update_position
def update_position
falcao_fantastic_update_position
set_angle_changes(@enable_angle) if @enable_angle != nil
end
def apply_angle_pattern(x_plus, y_plus, angle)
self.x = @character.user.screen_x + x_plus
self.y = @character.user.screen_y + y_plus
self.angle = angle
end
def set_angle_changes(type)
ani= @character.user.anime_speed.to_f/@character.original_speed.to_f * 100.0
case ani
when 80..100
perform_animated(0) if type == :animated
when 60..80
perform_animated(1) if type == :animated
when 0..60
perform_animated(2) if type == :animated
end
if type != :animated
perform_static if type == :static
perform_shielding if type == :shielding
end
end
# animated
def perform_animated(pattern)
case pattern
when 0
apply_angle_pattern(10, -12, -166) if @character.user.direction == 2
if @character.user.direction == 4 || @character.user.direction == 6
apply_angle_pattern(-8, -26, -46)
self.z = @character.user.screen_z - 1
end
apply_angle_pattern(-22, -10, 0) if @character.user.direction == 8
when 1
apply_angle_pattern(0, 0, -266) if @character.user.direction == 2
apply_angle_pattern(-20, -10, 12) if @character.user.direction == 4
apply_angle_pattern(7, -20, -78) if @character.user.direction == 6
if @character.user.direction == 8
apply_angle_pattern(-8, -26, -46)
self.z = @character.user.screen_z - 1
end
when 2
apply_angle_pattern(8, -5, -210) if @character.user.direction == 2
apply_angle_pattern(-10, 2, 52) if @character.user.direction == 4
apply_angle_pattern(8, -15, -126) if @character.user.direction == 6
apply_angle_pattern(10, -16, - 100) if @character.user.direction == 8
end
end
# static
def perform_static
apply_angle_pattern(8, -5, -210) if @character.user.direction == 2
apply_angle_pattern(-10, 2, 52) if @character.user.direction == 4
apply_angle_pattern(8, -15, -126) if @character.user.direction == 6
if @character.user.direction == 8
apply_angle_pattern(-8, -26, -46)
self.z = @character.user.screen_z - 1
end
end
# shielding
def perform_shielding
apply_angle_pattern(2, 4, 0) if @character.user.direction == 2
apply_angle_pattern(-10, 0, 0) if @character.user.direction == 4
if @character.user.direction == 6
apply_angle_pattern(10, 0, 0)
self.z = @character.user.screen_z - 1
elsif @character.user.direction == 8
apply_angle_pattern(11, -9, 0)
self.z = @character.user.screen_z - 1
end
end
def apply_breath_effect2(char)
char.zoomfx_x -= 0.03 if !char.zfx_bol
char.zoomfx_y -= 0.03 if !char.zfx_bol
char.zoomfx_x += 0.03 if char.zfx_bol
char.zoomfx_y += 0.03 if char.zfx_bol
char.zfx_bol = true if char.zoomfx_x <= 0.84
char.zfx_bol = false if char.zoomfx_x >= 1.0
end
alias falcao_fantastic_src update_src_rect
def update_src_rect
return if iconset_graphic?
falcao_fantastic_src
end
def set_iconsetbitmap(icon_index, enabled = true)
self.bitmap = Bitmap.new(24, 24)
bit = Cache.system("Iconset")
rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
self.bitmap.blt(0, 0, bit, rect, enabled ? 255 : 150)
@cw = self.ox = 12
@ch = self.oy = 24
end
end
#===============================================================================
# Drop sprites
class Sprite_EnemyDrop < Sprite
attr_reader :event
def initialize(viewport, event, item)
super(viewport)
@event = event
@item = item
@drop_quantity = @item.tool_data("Drop Quantity = ")
@drop_quantity = 1 if @drop_quantity.nil?
self.z = $game_player.screen_z - 1
@object_zooming = 0
set_bitmap
update
end
def update
super
self.bush_depth = @event.bush_depth
@object_zooming += 1
case @object_zooming
when 1..8 ; self.zoom_x -= 0.01 ; self.zoom_y -= 0.01
when 9..16 ; self.zoom_x += 0.01 ; self.zoom_y += 0.01
when 17..24 ; self.zoom_x = 1.0 ; self.zoom_y = 1.0; @object_zooming = 0
end
self.x = @event.screen_x - 12
self.y = @event.screen_y - 24
if @event.x == $game_player.x and @event.y == $game_player.y and
!$game_player.moving?
complete_action
return
end
complete_action(false) if @event.respawn_count == 1
end
def complete_action(gaining=true)
$game_party.gain_item(@item, @drop_quantity) if gaining
dispose
@event.dropped_items.delete(@item)
$game_map.events_withtags.delete(@event)
end
def dispose
self.bitmap.dispose
super
end
def set_bitmap
self.bitmap = Bitmap.new(26, 38)
bitmap = Cache.system("Iconset")
icon = @item.icon_index
rect = Rect.new(icon % 16 * 24, icon / 16 * 24, 24, 24)
self.bitmap.blt(0, 0, bitmap, rect)
##num adds
return if @drop_quantity == 0
self.bitmap.font.size = 14
self.bitmap.font.bold = true
self.bitmap.draw_text(0, 8, 26, 32, @drop_quantity.to_s, 1)
end
end
#===============================================================================
# Dead icon sprites for player and followers
class Sprite_DeadIcon < Sprite
attr_reader :character
def initialize(viewport, character)
super(viewport)
@character = character
self.bitmap = Bitmap.new(24, 24)
bitmap = Cache.system("Iconset")
icon = 1
rect = Rect.new(icon % 16 * 24, icon / 16 * 24, 24, 24)
self.bitmap.blt(0, 0, bitmap, rect)
@knok = @character.actor.actor.tool_data("Knockdown Graphic = ",false)!= nil
update
end
def update
super
self.x = @character.screen_x - 10
self.y = @character.screen_y - 54
self.z = @character.screen_z + 1
self.opacity = @character.opacity
self.visible = !@character.transparent
if @knok
@character.knockdown_data[0] = 10 if !@character.battler.deadposing.nil?
else
@character.playdead
@character.direction = 8
self.x = @character.screen_x - 26
end
end
def dispose
self.bitmap.dispose
@character.angle_fx = 0.0 unless @knok
super
end
end
#===============================================================================
# State and buff icons sprites
class StateBuffIcons < Sprite
def initialize(viewport, mode)
super(viewport)
@mode = mode
self.bitmap = Bitmap.new(36, 134)
@picture = Cache.system("Iconset")
if @mode == "States"
self.x = 544 - 36
self.y = 90
else
self.x = 544 - 36
self.y = 230
end
@actor = $game_player.actor
@old_status = []
refresh_icons
update
end
def icons
return @actor.state_icons if @mode == 'States'
return @actor.buff_icons if @mode == 'Buffs'
end
def update
5.times.each {|i|
if @old_status[i] != icons[i]
refresh_icons
$game_player.actor.apply_usability
end}
if @actor != $game_player.actor
@actor = $game_player.actor
refresh_icons
end
end
def dispose
self.bitmap.dispose
super
end
def refresh_icons
self.bitmap.clear
self.bitmap.font.size = 15
self.bitmap.draw_text(-2, -8, self.bitmap.width + 6, 32, @mode, 1)
y = 12; count = 0
for i in icons
draw_icon(6, y, i)
y += 24; count += 1
break if count == 5
end
5.times.each {|i| @old_status[i] = icons[i]}
end
def draw_icon(x, y, index)
icon = index
rect = Rect.new(icon % 16 * 24, icon / 16 * 24, 24, 24)
self.bitmap.blt(x, y, @picture, rect)
end
end
#===============================================================================
# * Damage pop engine
class DamagePop_Obj < Game_Character
attr_accessor :draw_it, :destroy_it, :target, :dmgcustom, :timingg, :plus_time
attr_accessor :plus_time
def initialize(target, custom=nil)
super()
@draw_it = false
@destroy_it = false
@target = target
@timingg = 70
@plus_time = 0.0
@dmgcustom = custom
moveto(@target.x, @target.y)
end
end
class Sprite_DamagePop < Sprite
attr_reader :target
def initialize(viewport, target)
super(viewport)
@target = target
self.bitmap = Bitmap.new(200, 50)
self.bitmap.font.size = 20
case rand(4)
when 0 then @resto_plus = 0.5
when 1 then @resto_plus = 0.6
when 2 then @resto_plus = 0.7
when 3 then @resto_plus = 0.8
end
create_text_for_display
set_text
update
end
def create_text_for_display
battler = @target.target.battler
value = battler.result.hp_damage
value2 = battler.result.mp_damage
value3 = battler.result.tp_damage
# hp damage texts
if value > 0
battler.result.critical ? @text = 'Critical ' + value.to_s :
@text = value.to_s
elsif value < 0
self.bitmap.font.color = Color.new(10,220,45)
@text = value.to_s.sub("-","")
elsif battler.result.missed
@text = 'Miss'
elsif battler.result.evaded
@text = 'Evaded'
elsif battler.result.success # tanget take no damage but result succes
@text = value.to_s
end
# mp damage text
if value2 < 0
self.bitmap.font.color = Color.new(20,160,225)
@text = value2.to_s.sub("-","")
elsif value2 > 0
@text = 'Mp lose' + value2.to_s
end
# TP damage text
if value3 < 0
self.bitmap.font.color = Color.new(20,160,225)
@text = value3.to_s.sub("-","")
elsif value3 > 0
@text = 'Tp lose' + value3.to_s
end
# states and buff display
if battler.result.status_affected?
display_changed_states(battler)
display_changed_buffs(battler)
end
# Custom text (it has hightest priority
if !@target.dmgcustom.nil?
if @target.dmgcustom == 1
@text = 'Block ' + value.to_s
elsif @target.dmgcustom == 2
@text = 'Guard!'
elsif @target.dmgcustom.is_a?(String)
@text = @target.dmgcustom
elsif @target.dmgcustom.is_a?(Array)
self.bitmap.font.color = @target.dmgcustom[1]
@text = @target.dmgcustom[0]
end
end
battler.result.clear
end
# text set and position
def set_text
self.x = @target.screen_x - 98
self.y = @target.screen_y - 54
self.z = 3 * 100
self.opacity = @target.opacity
#self.bitmap.font.bold = true
self.bitmap.font.shadow = true
item = @target.target.battler.used_item
if item != nil and !item.scope.between?(1, 6) and
item.tool_data("User Graphic = ", false).nil?
@text = item.name if @text.nil?
end
@target.target.battler.used_item = nil
self.bitmap.draw_text(0, 0, 200, 32, @text, 1)
end
# Buffs display
def display_changed_buffs(target)
display_buffs(target, target.result.added_buffs, Vocab::BuffAdd)
display_buffs(target, target.result.added_debuffs, Vocab::DebuffAdd)
display_buffs(target, target.result.removed_buffs, Vocab::BuffRemove)
end
def display_buffs(target, buffs, fmt)
buffs.each do |param_id|
@text = sprintf(fmt,'', Vocab::param(param_id)).sub("'s","")
end
end
# States display
def display_changed_states(target)
display_added_states(target)
display_removed_states(target)
end
# Display added states
def display_added_states(target)
target.result.added_state_objects.each do |state|
state_msg = target.actor? ? state.message1 : state.message2
#target.perform_collapse_effect if state.id == target.death_state_id
next if state_msg.empty?
@text = state_msg
end
end
# Display removed states
def display_removed_states(target)
target.result.removed_state_objects.each do |state|
next if state.message4.empty?
@text = state.message4
end
end
def update
@target.timingg -= 1 if @target.timingg > 0
@target.plus_time += @resto_plus
self.opacity -= 5 if @target.timingg <= 25
@target.destroy_it = true if @target.timingg == 0
self.x = @target.target.screen_x - 98
self.y = @target.target.screen_y - 54 - @target.plus_time
end
def dispose
self.bitmap.dispose
super
end
end
#===============================================================================
# Sprite set map
class Spriteset_Map
alias falcaopearl_create_characters create_characters
def create_characters
create_pearl_abs_sprites
falcaopearl_create_characters
end
def create_pearl_abs_sprites
if $game_player.send_dispose_signal
dispose_pearlabs_sprites
$game_player.send_dispose_signal = false
end
@projectile_sprites = []
$game_player.projectiles.each do |projectile|
@projectile_sprites.push(Sprite_Character.new(@viewport1, projectile))
end
@damagepop_sprites = []
$game_player.damage_pop.each do |target|
@damagepop_sprites.push(Sprite_DamagePop.new(@viewport1, target))
end
@animeabs_sprites = []
$game_player.anime_action.each do |anime|
@animeabs_sprites.push(Sprite_Character.new(@viewport1, anime))
end
@enemy_drop_sprites = []
$game_player.enemy_drops.each do |enemy|
for i in enemy.dropped_items
@enemy_drop_sprites.push(Sprite_EnemyDrop.new(@viewport1, enemy, i))
end
end
@dead_iconsprites = []
@dead_characters = []
end
# Drop sprites update
def update_drop_sprites
@enemy_drop_sprites.each {|sprite| sprite.update if !sprite.disposed?
if sprite.disposed?
@enemy_drop_sprites.delete(sprite)
$game_player.enemy_drops.delete(sprite.event)
end
}
$game_player.enemy_drops.each do |enemy|
unless enemy.draw_drop
for i in enemy.dropped_items
@enemy_drop_sprites.push(Sprite_EnemyDrop.new(@viewport1, enemy, i))
end
enemy.draw_drop = true
end
end
end
alias falcaopearl_upsp_update update
def update
update_pearl_abs_main_sprites
falcaopearl_upsp_update
end
# pearl abs main sprites update
def update_pearl_abs_main_sprites
if $game_player.pearl_menu_call[1] == 1
dispose_tool_sprite
dispose_state_icons
dispose_buff_icons
dispose_actorlifebars if $imported["Falcao Pearl ABS Life"]
$game_player.pearl_menu_call[1] = 0
case $game_player.pearl_menu_call[0]
when :tools then SceneManager.call(Scene_QuickTool)
when :character then SceneManager.call(Scene_CharacterSet)
when :battler then SceneManager.call(Scene_BattlerSelection)
end
return
end
update_projectile_sprites
update_damagepop_sprites
update_absanime_sprites
update_dead_characters
update_drop_sprites
$game_system.skillbar_enable.nil? ? create_tool_sprite : dispose_tool_sprite
@pearl_tool_sprite.update unless @pearl_tool_sprite.nil?
$game_player.actor.state_icons.empty? ? dispose_state_icons :
create_state_icons
$game_player.actor.buff_icons.empty? ? dispose_buff_icons :
create_buff_icons
@states_sprites.update unless @states_sprites.nil?
@buff_sprites.update unless @buff_sprites.nil?
end
# create tool sprite
def create_tool_sprite
return if !@pearl_tool_sprite.nil?
@pearl_tool_sprite = Sprite_PearlTool.new(@viewport3)
end
# dispose tool sprite
def dispose_tool_sprite
return if @pearl_tool_sprite.nil?
@pearl_tool_sprite.dispose
@pearl_tool_sprite = nil
end
# Create State icons
def create_state_icons
return if !@states_sprites.nil?
@states_sprites = StateBuffIcons.new(@viewport2, 'States')
end
# dispose state icons
def dispose_state_icons
return if @states_sprites.nil?
@states_sprites.dispose
@states_sprites = nil
end
# Create Buff icons
def create_buff_icons
return if !@buff_sprites.nil?
@buff_sprites = StateBuffIcons.new(@viewport2, 'Buffs')
end
# dispose buff icons
def dispose_buff_icons
return if @buff_sprites.nil?
@buff_sprites.dispose
@buff_sprites = nil
end
# Projectiles
def update_projectile_sprites
@projectile_sprites.each {|sprite| sprite.update if !sprite.disposed?}
$game_player.projectiles.each do |projectile|
unless projectile.draw_it
@projectile_sprites.push(Sprite_Character.new(@viewport1, projectile))
projectile.draw_it = true
end
if projectile.destroy_it
@projectile_sprites.each {|i|
if i.character.is_a?(Projectile) and i.character.destroy_it
i.dispose
@projectile_sprites.delete(i)
end
}
if projectile.user.making_spiral
projectile.user.making_spiral = false
end
if projectile.user.battler_guarding[0]
projectile.user.battler_guarding = [false, nil]
projectile.user.battler.remove_state(9)
end
$game_player.projectiles.delete(projectile)
end
end
end
# Damage pop
def update_damagepop_sprites
@damagepop_sprites.each {|sprite| sprite.update if !sprite.disposed?}
$game_player.damage_pop.each do |target|
unless target.draw_it
@damagepop_sprites.push(Sprite_DamagePop.new(@viewport1, target))
target.draw_it = true
end
if target.destroy_it
@damagepop_sprites.each {|i|
if i.target.destroy_it
i.dispose
@damagepop_sprites.delete(i)
end
}
$game_player.damage_pop.delete(target)
end
end
end
#=================================
# ANIME SPRITES
def update_absanime_sprites
@animeabs_sprites.each {|s| s.update if !s.disposed?
unless $game_player.anime_action.include?(s.character)
s.dispose
@animeabs_sprites.delete(s)
$game_player.anime_action.delete(s.character)
end
}
$game_player.anime_action.each do |anime|
unless anime.draw_it
@animeabs_sprites.push(Sprite_Character.new(@viewport1, anime))
anime.draw_it = true
end
if anime.destroy_it
@animeabs_sprites.each {|i|
if i.character.is_a?(Anime_Obj) and i.character.destroy_it
i.dispose
@animeabs_sprites.delete(i)
end
}
$game_player.anime_action.delete(anime)
end
end
end
def update_dead_characters
for follower in $game_player.followers
next if follower.visible? == nil
next unless follower.battler.dead?
unless @dead_characters.include?(follower)
sprite = Sprite_DeadIcon.new(@viewport1, follower)
@dead_iconsprites.push(sprite)
@dead_characters.push(follower)
end
end
for sprite in @dead_iconsprites
sprite.update if !sprite.disposed?
if !sprite.character.battler.dead?
@dead_iconsprites.delete(sprite)
@dead_characters.delete(sprite.character)
sprite.dispose
end
end
end
alias falcaopearl_spdispose dispose
def dispose
dispose_pearl_main_sprites
falcaopearl_spdispose
end
# pearl abs disposing
def dispose_pearl_main_sprites
@dead_iconsprites.each {|icon| icon.dispose}
dispose_tool_sprite
dispose_state_icons
dispose_buff_icons
dispose_pearlabs_sprites
end
def dispose_pearlabs_sprites
@projectile_sprites.each {|pro| pro.dispose}
@projectile_sprites.clear
@damagepop_sprites.each {|target| target.dispose}
@damagepop_sprites.clear
@animeabs_sprites.each {|anime| anime.dispose}
@animeabs_sprites.clear
@enemy_drop_sprites.each {|sprite| sprite.dispose}
@enemy_drop_sprites.clear
end
end
видимо сутки без сна дают о себе знать, но у меня уже сил нет долбиться с этим
Последний раз редактировалось HopeBree; 16.08.2015 в 11:49.
и так, в проекте пилится возможность изменения графических настроек, но это не так важно
интересует 2 вопроса:
1. создание доп окна поверх меню при вызове команды (вопрос не так важен, его могу и сценой отдельной сделать)
2. работа скрипта с ини файлом. подойдет и game.ini
запись и перезапись в него значение свича, а так же загрузка значения из него.
мне это нужно для определения включен ли свич, не зависимо от сейва.
в качестве примера в ини может появится такая запись
[SETTINGS]
Performance = true
Performance - свич с id 100
true - свич включен (false - выключен)
upd:
хотя, наличие свича не обязательна, главное возможность проверки/записи значения true/false
Последний раз редактировалось HopeBree; 19.08.2015 в 11:36.
Проблема со скриптом на оверлей. Когда обновляется таймер, картинка становится невидимой.
В общем не знаю как это описать, это надо видеть. Ссылка.
Может кто помочь исправить этот баг?
NO GAME - NO LIFE
скачал, открыл архив, увидел какая графика в папках, не смотря могу со 100% уверенностью сказать
у тебя косяк в свичай или переменных, проверь настройки скрипта с оверлаем
Все понял, где косяк. Спасибо.
Последний раз редактировалось Neocris; 21.08.2015 в 21:22.
NO GAME - NO LIFE
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