Все равно тебе спасибо)) подтолкнул меня) не когда скриптами не занимался)
что о соседней теме по растяжке думаешь?
Вид для печати
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).
хорошо это конечно не спеху я пока скрипты подбираю для будущей системы. но вот скрипт
по автоматическому растягиванию Титульника и старт боя я думаю многим пригодиться и тебе
не раз спасибо скажут))
:mad:
Ребят мож я ошибся темой,но нужна помошь.
Пользуюсь этим скриптом(http://rpgmaker.su/showthread.php/1071-VX-IEX-Yggdrasil). Выдаёт эту ошипку.Вложение 1602
Чё делать?
ну я просто в скриптах полный ноль
Может ты ставишь не на тот мэйкер? Дай метод с ошибкой(он сам выбирается)
ну а теперь по подробнее мне всё расскажи.Цитата:
что о соседней теме по растяжке думаешь?
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
http://s019.radikal.ru/i634/1203/d2/86973b2ed1e5.jpg
картинка работы скрипта в асе
http://s019.radikal.ru/i628/1203/ac/a7876b1efc58.jpg
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
Довольно просто, но муторно. Сейчас буду пытаться
Что за фигня. Какого print "23" ничего не делает в ргсс3?