Эмоции-тексты тоже можно зарядить в ивенты и телепортировать в точку персонажа. Фон можно сделать белым, но размыть края...
Эмоции-тексты тоже можно зарядить в ивенты и телепортировать в точку персонажа. Фон можно сделать белым, но размыть края...
Спойлер И как тебе не стыдно-то, а, Валера?:
Оборона форта: http://rghost.ru/8kLGxFtD2
Сделать, чтоб все происходило, как я хочу, - вот, собственно, и весь мейкер!
Адский Рейд: http://rpgmaker.su/vbdownloads.php?d...downloadid=106
Спасибо всем за советы, воспользовался советом "HopeBree", добавил комментарий над персонажем. Немного переделал на свой лад, и все получилось как я хотел.
Во многих играх встречаются такие штуки типо Альбом предметов,навроде как Бестиарий только с коллекцией предметов.Существует ли такой скрипт?
HopeBree,будьте так добры выложить скрипт Item Encyclopedia,не могу зарегится на том сайте.
я не буду расписывать, что с ним делать, думаю на форуме там сам посмотришь
Спойлер Settings:PHP код:
#==============================================================================
# ■ RGSS3 Item Encyclopedia Ver 1.00 Initial settings
#------------------------------------------------------------------------------
# Author:
# White Demon / White Mage [url]http://izumiwhite.web.fc2.com/[/url]
#
# Translated By:
# Elemental Crisis [url]http://RPGMakerVXAce.com[/url]
#
# Terms of Use:
# Only available to registered users of RPG Maker VX Ace.
# There is no need to report on usage or to display copyright attribution.
# Feel free to modify.
# Author not responsible for any problems caused by using this script.
#==============================================================================
#-------------------------------------------------------------------------------
# ★ Initial settings.
#-------------------------------------------------------------------------------
module WD_itemdictionary_layout
#===Layout Settins For Each Item===============================================
#
# *_***_display : true - Display false - Hidden.
# *_***_display_x : X coordinate of display position.
# *_***_display_y : Y coordinate of display position.
# *_***_display_width : Text display width.
# *_***_display_text* : Text display.
#
#==============================================================================
#===Global Settings============================================================
#Font size
C_font_size = 20
#===Item Settings==============================================================
#Number Display
I_id_display = true
I_id_display_x = 0
I_id_display_y = 0
I_id_display_width = 60
I_id_display_digit = 3 #Digit Number
#Name Display
I_name_display = true
I_name_display_x = 84
I_name_display_y = 0
I_name_display_width = 172
#Price Display
I_price_display = true
I_price_display_x = 150
I_price_display_y = 32
I_price_display_width = 136
I_price_display_text1 = "Price"
#Useability Display
I_occasion_display = true
I_occasion_display_x = 0
I_occasion_display_y = 62
I_occasion_display_width = 140
I_occasion_display_text1 = "Useability"
I_occasion_display_text2 = "Always"
I_occasion_display_text3 = "Battle"
I_occasion_display_text4 = "Menu"
I_occasion_display_text5 = "Never"
#Consumables Display
I_consumable_display = true
I_consumable_display_x = 150
I_consumable_display_y = 62
I_consumable_display_width = 140
I_consumable_display_text1 = "Consumable"
I_consumable_display_text2 = "Yes"
I_consumable_display_text3 = "No"
#Options Display
I_option_display = true
I_option_display_x = 0
I_option_display_y = 92
I_option_display_width = 286
I_option_display_text1 = "Notes"
I_option_display_text2 = "No Notes"
#===Weapon Settings===========================================================
#Number Display
W_id_display = true
W_id_display_x = 0
W_id_display_y = 0
W_id_display_width = 60
W_id_display_digit = 3 #Digit Number
#Name Display
W_name_display = true
W_name_display_x = 84
W_name_display_y = 0
W_name_display_width = 172
#Type Display
W_type_display = true
W_type_display_x = 0
W_type_display_y = 32
W_type_display_width = 136
W_type_display_text1 = "Type"
#Price Display
W_price_display = true
W_price_display_x = 150
W_price_display_y = 32
W_price_display_width = 136
W_price_display_text1 = "Price"
#Attack Display
W_atk_display = true
W_atk_display_x = 0
W_atk_display_y = 62
W_atk_display_width = 136
#Defense Display
W_def_display = true
W_def_display_x = 150
W_def_display_y = 62
W_def_display_width = 136
#Magic Power Display
W_mat_display = true
W_mat_display_x = 0
W_mat_display_y = 82
W_mat_display_width = 136
#Magic Defense Display
W_mdf_display = true
W_mdf_display_x = 150
W_mdf_display_y = 82
W_mdf_display_width = 136
#Agility Display
W_agi_display = true
W_agi_display_x = 0
W_agi_display_y = 102
W_agi_display_width = 136
#Luck Display
W_luk_display = true
W_luk_display_x = 150
W_luk_display_y = 102
W_luk_display_width = 136
#Maximum HP Display
W_mhp_display = true
W_mhp_display_x = 0
W_mhp_display_y = 122
W_mhp_display_width = 136
#Maximum MP Display
W_mmp_display = true
W_mmp_display_x = 150
W_mmp_display_y = 122
W_mmp_display_width = 136
#Option Display
W_option_display = true
W_option_display_x = 0
W_option_display_y = 152
W_option_display_width = 286
W_option_display_text1 = "Notes"
W_option_display_text2 = "No Notes"
#===Armor Settings============================================================
#Numder Display
A_id_display = true
A_id_display_x = 0
A_id_display_y = 0
A_id_display_width = 60
A_id_display_digit = 3 #Digit Number
#Name Display
A_name_display = true
A_name_display_x = 84
A_name_display_y = 0
A_name_display_width = 172
#Type Display
A_type_display = true
A_type_display_x = 0
A_type_display_y = 32
A_type_display_width = 136
A_type_display_text1 = "Type"
#Price Display
A_price_display = true
A_price_display_x = 150
A_price_display_y = 32
A_price_display_width = 136
A_price_display_text1 = "Price"
#Attack Display
A_atk_display = true
A_atk_display_x = 0
A_atk_display_y = 62
A_atk_display_width = 136
#Defense Display
A_def_display = true
A_def_display_x = 150
A_def_display_y = 62
A_def_display_width = 136
#Magic Power Display
A_mat_display = true
A_mat_display_x = 0
A_mat_display_y = 82
A_mat_display_width = 136
#Magic Defense Display
A_mdf_display = true
A_mdf_display_x = 150
A_mdf_display_y = 82
A_mdf_display_width = 136
#Agility Display
A_agi_display = true
A_agi_display_x = 0
A_agi_display_y = 102
A_agi_display_width = 136
#Luck Display
A_luk_display = true
A_luk_display_x = 150
A_luk_display_y = 102
A_luk_display_width = 136
#Maximum HP Display
A_mhp_display = true
A_mhp_display_x = 0
A_mhp_display_y = 122
A_mhp_display_width = 136
#Maximum MP Display
A_mmp_display = true
A_mmp_display_x = 150
A_mmp_display_y = 122
A_mmp_display_width = 136
#Option Display
A_option_display = true
A_option_display_x = 0
A_option_display_y = 152
A_option_display_width = 286
A_option_display_text1 = "Notes"
A_option_display_text2 = "No Notes"
end
#-------------------------------------------------------------------------------
# ★ Initial Settings End
#-------------------------------------------------------------------------------
Спойлер Script:PHP код:
#==============================================================================
# ■ RGSS3 Item Encyclopedia Ver 1.00 Encyclopedia Script
#------------------------------------------------------------------------------
# Author:
# White Demon / White Mage http://izumiwhite.web.fc2.com/
#
# Translated By:
# Elemental Crisis http://RPGMakerVXAce.com
#
# Terms of Use:
# Only available to registered users of RPG Maker VX Ace.
# There is no need to report on usage or to display copyright attribution.
# Feel free to modify.
# Author not responsible for any problems caused by using this script.
#==============================================================================
#==============================================================================
# ■ WD_itemdictionary
#------------------------------------------------------------------------------
# Common methods for encyclopedia items.
#==============================================================================
module WD_itemdictionary
def i_dictionary_switch_on(id)
$game_system.i_dic_sw = [] if $game_system.i_dic_sw == nil
$game_system.i_dic_sw[id] = false if $game_system.i_dic_sw[id] == nil
$game_system.i_dic_sw[id] = true
end
def i_dictionary_switch_off(id)
$game_system.i_dic_sw = [] if $game_system.i_dic_sw == nil
$game_system.i_dic_sw[id] = false if $game_system.i_dic_sw[id] == nil
$game_system.i_dic_sw[id] = false
end
def i_dictionary_switch_on?(id)
$game_system.i_dic_sw = [] if $game_system.i_dic_sw == nil
$game_system.i_dic_sw[id] = false if $game_system.i_dic_sw[id] == nil
return $game_system.i_dic_sw[id]
end
def w_dictionary_switch_on(id)
$game_system.w_dic_sw = [] if $game_system.w_dic_sw == nil
$game_system.w_dic_sw[id] = false if $game_system.w_dic_sw[id] == nil
$game_system.w_dic_sw[id] = true
end
def w_dictionary_switch_off(id)
$game_system.w_dic_sw = [] if $game_system.w_dic_sw == nil
$game_system.w_dic_sw[id] = false if $game_system.w_dic_sw[id] == nil
$game_system.w_dic_sw[id] = false
end
def w_dictionary_switch_on?(id)
$game_system.w_dic_sw = [] if $game_system.w_dic_sw == nil
$game_system.w_dic_sw[id] = false if $game_system.w_dic_sw[id] == nil
return $game_system.w_dic_sw[id]
end
def a_dictionary_switch_on(id)
$game_system.a_dic_sw = [] if $game_system.a_dic_sw == nil
$game_system.a_dic_sw[id] = false if $game_system.a_dic_sw[id] == nil
$game_system.a_dic_sw[id] = true
end
def a_dictionary_switch_off(id)
$game_system.a_dic_sw = [] if $game_system.a_dic_sw == nil
$game_system.a_dic_sw[id] = false if $game_system.a_dic_sw[id] == nil
$game_system.a_dic_sw[id] = false
end
def a_dictionary_switch_on?(id)
$game_system.a_dic_sw = [] if $game_system.a_dic_sw == nil
$game_system.a_dic_sw[id] = false if $game_system.a_dic_sw[id] == nil
return $game_system.a_dic_sw[id]
end
def t_dictionary_switch_on(item)
if item.is_a?(RPG::Item)
i_dictionary_switch_on(item.id)
end
if item.is_a?(RPG::Weapon)
w_dictionary_switch_on(item.id)
end
if item.is_a?(RPG::Armor)
a_dictionary_switch_on(item.id)
end
end
def t_dictionary_switch_on?(item)
if item.is_a?(RPG::Item)
return i_dictionary_switch_on?(item.id)
end
if item.is_a?(RPG::Weapon)
return w_dictionary_switch_on?(item.id)
end
if item.is_a?(RPG::Armor)
return a_dictionary_switch_on?(item.id)
end
end
def print_dictionary?(item)
if item != nil
if item.name.size > 0
hantei = /<Exclude>/ =~ item.note
if hantei == nil
return true
end
end
end
return false
end
def item_dictionary_perfection
dic_max = 0
dic_num = 0
$data_items.each do |item|
if print_dictionary?(item)
dic_max += 1
if i_dictionary_switch_on?(item.id) == true
dic_num += 1
end
end
end
$data_weapons.each do |item|
if print_dictionary?(item)
dic_max += 1
if w_dictionary_switch_on?(item.id) == true
dic_num += 1
end
end
end
$data_armors.each do |item|
if print_dictionary?(item)
dic_max += 1
if a_dictionary_switch_on?(item.id) == true
dic_num += 1
end
end
end
return (100*dic_num)/dic_max
end
end
class Game_Interpreter
include WD_itemdictionary
end
class Game_System
#--------------------------------------------------------------------------
# ● Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :i_dic_sw
attr_accessor :w_dic_sw
attr_accessor :a_dic_sw
#--------------------------------------------------------------------------
# ● Object Initialization
#--------------------------------------------------------------------------
alias wd_orig_initialize001 initialize
def initialize
wd_orig_initialize001
@i_dic_sw = []
@w_dic_sw = []
@a_dic_sw = []
end
end
class Game_Party < Game_Unit
include WD_itemdictionary
#--------------------------------------------------------------------------
# ● Items Increased (Decreased)
# include_equip : Includes Equipment
#--------------------------------------------------------------------------
alias wd_orig_gain_item001 gain_item
def gain_item(item, amount, include_equip = false)
wd_orig_gain_item001(item, amount, include_equip = false)
if amount > 0
t_dictionary_switch_on(item)
end
end
end
#==============================================================================
# ■ Scene_ItemDictionary
#------------------------------------------------------------------------------
# Class for processing items.
#==============================================================================
class Scene_ItemDictionary < Scene_ItemBase
#--------------------------------------------------------------------------
# ● Start
#--------------------------------------------------------------------------
def start
super
create_help_window
create_category_window
create_status_window
create_item_window
create_perfection_window
end
#--------------------------------------------------------------------------
# ● Create Category Window
#--------------------------------------------------------------------------
def create_category_window
@category_window = Window_ItemCategory.new
@category_window.viewport = @viewport
@category_window.help_window = @help_window
@category_window.y = @help_window.height
@category_window.set_handler(:ok, method(:on_category_ok))
@category_window.set_handler(:cancel, method(:return_scene))
end
#--------------------------------------------------------------------------
# ● Create Item Window
#--------------------------------------------------------------------------
def create_item_window
wy = @category_window.y + @category_window.height
wh = Graphics.height - wy - 48
@item_window = Window_ItemDictionaryList.new(Graphics.width-172-48, wy, 172+48, wh)
@item_window.viewport = @viewport
@item_window.help_window = @help_window
@item_window.status_window = @status_window
@item_window.set_handler(:cancel, method(:on_item_cancel))
@category_window.item_window = @item_window
end
#--------------------------------------------------------------------------
# ● Create Status Window
#--------------------------------------------------------------------------
def create_status_window
wy = @category_window.y + @category_window.height
wh = Graphics.height - wy
@status_window = Window_ItemDictionaryStatus.new(0, wy, Graphics.width-172-48, wh)
@status_window.viewport = @viewport
@status_window.set_item(nil)
end
#--------------------------------------------------------------------------
# ● Create Completion Percent Window
#--------------------------------------------------------------------------
def create_perfection_window
wy = @item_window.y + @item_window.height
wh = 48
@perfection_window = Window_ItemDictionaryPerfection.new(Graphics.width-172-48, wy, 172+48, wh)
@perfection_window.viewport = @viewport
end
#--------------------------------------------------------------------------
# ● Category [Decision]
#--------------------------------------------------------------------------
def on_category_ok
@item_window.activate
@item_window.select_last
end
#--------------------------------------------------------------------------
# ● Item [Cancellation]
#--------------------------------------------------------------------------
def on_item_cancel
@item_window.unselect
@category_window.activate
@status_window.set_item(nil)
end
end
#==============================================================================
# ■ Window_ItemDictionaryList
#------------------------------------------------------------------------------
# Class for displaying all items in the encyclopedia.
#==============================================================================
class Window_ItemDictionaryList < Window_Selectable
include WD_itemdictionary
#--------------------------------------------------------------------------
# ● Object Initialization
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super
@category = :none
@data = []
end
#--------------------------------------------------------------------------
# ● Set Category
#--------------------------------------------------------------------------
def category=(category)
return if @category == category
@category = category
refresh
self.oy = 0
end
#--------------------------------------------------------------------------
# ● GetNumber Of Digits
#--------------------------------------------------------------------------
def col_max
return 1
end
#--------------------------------------------------------------------------
# ● Get Number Of Items
#--------------------------------------------------------------------------
def item_max
@data ? @data.size : 1
end
#--------------------------------------------------------------------------
# ● Get Item
#--------------------------------------------------------------------------
def item
@data && index >= 0 ? @data[index] : nil
end
#--------------------------------------------------------------------------
# ● Get Enabled State Of Current Selection
#--------------------------------------------------------------------------
def current_item_enabled?
enable?(@data[index])
end
#--------------------------------------------------------------------------
# ● Include Items/Weapons/Armor
#--------------------------------------------------------------------------
def include?(item)
case @category
when :item
item.is_a?(RPG::Item) && !item.key_item?
when :weapon
item.is_a?(RPG::Weapon)
when :armor
item.is_a?(RPG::Armor)
when :key_item
item.is_a?(RPG::Item) && item.key_item?
else
false
end
end
#--------------------------------------------------------------------------
# ● Include Items From List
#--------------------------------------------------------------------------
def make_item_list
@data = []
$data_items.each do |item|
if print_dictionary?(item)
@data.push(item) if include?(item)
end
end
$data_weapons.each do |item|
if print_dictionary?(item)
@data.push(item) if include?(item)
end
end
$data_armors.each do |item|
if print_dictionary?(item)
@data.push(item) if include?(item)
end
end
@data.push(nil) if include?(nil)
end
#--------------------------------------------------------------------------
# ● Return To Last Selected Position
#--------------------------------------------------------------------------
def select_last
select(0)
end
#--------------------------------------------------------------------------
# ● Draw Item
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
if item
rect = item_rect(index)
rect.width -= 4
if t_dictionary_switch_on?(item)
change_color(normal_color, true)
draw_item_name(item, rect.x, rect.y, true)
else
change_color(normal_color, false)
draw_text(rect.x + 24, rect.y, 172, line_height, "???????")
end
end
end
#--------------------------------------------------------------------------
# ● Update Help Text
#--------------------------------------------------------------------------
def update_help
if t_dictionary_switch_on?(item)
@help_window.set_item(item)
@status_window.set_item(item, @index, true)
else
@help_window.set_text("???????")
@status_window.set_item(item, @index, false)
end
end
#--------------------------------------------------------------------------
# ● Refresh
#--------------------------------------------------------------------------
def refresh
make_item_list
create_contents
draw_all_items
end
#--------------------------------------------------------------------------
# ● Status Window Setting
#--------------------------------------------------------------------------
def status_window=(status_window)
@status_window = status_window
end
end
#==============================================================================
# ■ Window_ItemDictionaryPerfection
#------------------------------------------------------------------------------
# Class for displaying the current encyclopedia completion percent.
#==============================================================================
class Window_ItemDictionaryPerfection < Window_Selectable
include WD_itemdictionary
#--------------------------------------------------------------------------
# ● Object Initialization
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super
refresh(width)
end
#--------------------------------------------------------------------------
# ● Refresh
#--------------------------------------------------------------------------
def refresh(width)
contents.clear
draw_text(0, 0, width-24, line_height, "Complete: #{item_dictionary_perfection} %", 1)
end
end
#==============================================================================
# ■ Window_ItemDictionaryStatus
#------------------------------------------------------------------------------
# Class for displaying the details of an item in the encyclopedia.
#==============================================================================
class Window_ItemDictionaryStatus < Window_Selectable
include WD_itemdictionary
#--------------------------------------------------------------------------
# ● Object Initialization
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super
@item = nil
refresh
end
#--------------------------------------------------------------------------
# ● Item Settings
#--------------------------------------------------------------------------
def set_item(item, index=-1, print=false)
return if ((@item == item) and (@index == index))
@item = item
@index = index
@print = print
refresh
end
#--------------------------------------------------------------------------
# ● Refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
contents.font.size = 24
if @print
if @item.is_a?(RPG::Item)
if WD_itemdictionary_layout::I_id_display
text1 = sprintf("%0#{WD_itemdictionary_layout::I_id_display_digit}d",@index+1)
x = WD_itemdictionary_layout::I_id_display_x
y = WD_itemdictionary_layout::I_id_display_y
width = WD_itemdictionary_layout::I_id_display_width
height = line_height
draw_text(x, y, width, height, text1, 0)
end
if WD_itemdictionary_layout::I_name_display
x = WD_itemdictionary_layout::I_name_display_x
y = WD_itemdictionary_layout::I_name_display_y
draw_item_name(@item, x, y, true)
end
font_size = WD_itemdictionary_layout::C_font_size
contents.font.size = font_size
if WD_itemdictionary_layout::I_price_display
text1 = WD_itemdictionary_layout::I_price_display_text1
text2 = @item.price
text3 = Vocab::currency_unit
x = WD_itemdictionary_layout::I_price_display_x
y = WD_itemdictionary_layout::I_price_display_y
width = WD_itemdictionary_layout::I_price_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
cx = text_size(Vocab::currency_unit).width
change_color(normal_color)
draw_text(x, y, width - cx - 2, font_size, text2, 2)
change_color(system_color)
draw_text(x, y, width, font_size, text3, 2)
change_color(normal_color)
end
if WD_itemdictionary_layout::I_occasion_display
text1 = WD_itemdictionary_layout::I_occasion_display_text1
text2 = WD_itemdictionary_layout::I_occasion_display_text2
text3 = WD_itemdictionary_layout::I_occasion_display_text3
text4 = WD_itemdictionary_layout::I_occasion_display_text4
text5 = WD_itemdictionary_layout::I_occasion_display_text5
x = WD_itemdictionary_layout::I_occasion_display_x
y = WD_itemdictionary_layout::I_occasion_display_y
width = WD_itemdictionary_layout::I_occasion_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
case @item.occasion
when 0
draw_text(x, y, width, font_size, text2, 2)
when 1
draw_text(x, y, width, font_size, text3, 2)
when 2
draw_text(x, y, width, font_size, text4, 2)
when 3
draw_text(x, y, width, font_size, text5, 2)
end
end
if WD_itemdictionary_layout::I_consumable_display
text1 = WD_itemdictionary_layout::I_consumable_display_text1
text2 = WD_itemdictionary_layout::I_consumable_display_text2
text3 = WD_itemdictionary_layout::I_consumable_display_text3
x = WD_itemdictionary_layout::I_consumable_display_x
y = WD_itemdictionary_layout::I_consumable_display_y
width = WD_itemdictionary_layout::I_consumable_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
if @item.consumable
draw_text(x, y, width, font_size, text2, 2)
else
draw_text(x, y, width, font_size, text3, 2)
end
end
if WD_itemdictionary_layout::I_option_display
text1 = WD_itemdictionary_layout::I_option_display_text1
text2 = WD_itemdictionary_layout::I_option_display_text2
x = WD_itemdictionary_layout::I_option_display_x
y = WD_itemdictionary_layout::I_option_display_y
width = WD_itemdictionary_layout::I_option_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
i = 0
@item.note.scan(/<Note:(.*)>/){|matched|
i += 1
self.contents.draw_text(x + font_size, y + font_size * i, width - font_size, font_size, matched[0], 0)
}
if i == 0
self.contents.draw_text(x + font_size, y + font_size, width - font_size, font_size, text2, 0)
end
end
elsif @item.is_a?(RPG::Weapon)
if WD_itemdictionary_layout::W_id_display
text1 = sprintf("%0#{WD_itemdictionary_layout::W_id_display_digit}d",@index+1)
x = WD_itemdictionary_layout::W_id_display_x
y = WD_itemdictionary_layout::W_id_display_y
width = WD_itemdictionary_layout::W_id_display_width
height = line_height
draw_text(x, y, width, height, text1, 0)
end
if WD_itemdictionary_layout::W_name_display
x = WD_itemdictionary_layout::W_name_display_x
y = WD_itemdictionary_layout::W_name_display_y
draw_item_name(@item, x, y, true)
end
font_size = WD_itemdictionary_layout::C_font_size
contents.font.size = font_size
if WD_itemdictionary_layout::W_type_display
text1 = WD_itemdictionary_layout::W_type_display_text1
text2 = $data_system.weapon_types[@item.wtype_id]
x = WD_itemdictionary_layout::W_type_display_x
y = WD_itemdictionary_layout::W_type_display_y
width = WD_itemdictionary_layout::W_type_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
if WD_itemdictionary_layout::W_price_display
text1 = WD_itemdictionary_layout::W_price_display_text1
text2 = @item.price
text3 = Vocab::currency_unit
x = WD_itemdictionary_layout::W_price_display_x
y = WD_itemdictionary_layout::W_price_display_y
width = WD_itemdictionary_layout::W_price_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
cx = text_size(Vocab::currency_unit).width
change_color(normal_color)
draw_text(x, y, width - cx - 2, font_size, text2, 2)
change_color(system_color)
draw_text(x, y, width, font_size, text3, 2)
change_color(normal_color)
end
if WD_itemdictionary_layout::W_atk_display
text1 = Vocab::param(2)
text2 = @item.params[2]
x = WD_itemdictionary_layout::W_atk_display_x
y = WD_itemdictionary_layout::W_atk_display_y
width = WD_itemdictionary_layout::W_atk_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
if WD_itemdictionary_layout::W_def_display
text1 = Vocab::param(3)
text2 = @item.params[3]
x = WD_itemdictionary_layout::W_def_display_x
y = WD_itemdictionary_layout::W_def_display_y
width = WD_itemdictionary_layout::W_def_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
if WD_itemdictionary_layout::W_mat_display
text1 = Vocab::param(4)
text2 = @item.params[4]
x = WD_itemdictionary_layout::W_mat_display_x
y = WD_itemdictionary_layout::W_mat_display_y
width = WD_itemdictionary_layout::W_mat_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
if WD_itemdictionary_layout::W_mdf_display
text1 = Vocab::param(5)
text2 = @item.params[5]
x = WD_itemdictionary_layout::W_mdf_display_x
y = WD_itemdictionary_layout::W_mdf_display_y
width = WD_itemdictionary_layout::W_mdf_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
if WD_itemdictionary_layout::W_agi_display
text1 = Vocab::param(6)
text2 = @item.params[6]
x = WD_itemdictionary_layout::W_agi_display_x
y = WD_itemdictionary_layout::W_agi_display_y
width = WD_itemdictionary_layout::W_agi_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
if WD_itemdictionary_layout::W_luk_display
text1 = Vocab::param(7)
text2 = @item.params[7]
x = WD_itemdictionary_layout::W_luk_display_x
y = WD_itemdictionary_layout::W_luk_display_y
width = WD_itemdictionary_layout::W_luk_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
if WD_itemdictionary_layout::W_mhp_display
text1 = Vocab::param(0)
text2 = @item.params[0]
x = WD_itemdictionary_layout::W_mhp_display_x
y = WD_itemdictionary_layout::W_mhp_display_y
width = WD_itemdictionary_layout::W_mhp_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
if WD_itemdictionary_layout::W_mmp_display
text1 = Vocab::param(1)
text2 = @item.params[1]
x = WD_itemdictionary_layout::W_mmp_display_x
y = WD_itemdictionary_layout::W_mmp_display_y
width = WD_itemdictionary_layout::W_mmp_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
if WD_itemdictionary_layout::W_option_display
text1 = WD_itemdictionary_layout::W_option_display_text1
text2 = WD_itemdictionary_layout::W_option_display_text2
x = WD_itemdictionary_layout::W_option_display_x
y = WD_itemdictionary_layout::W_option_display_y
width = WD_itemdictionary_layout::W_option_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
i = 0
@item.note.scan(/<Note:(.*)>/){|matched|
i += 1
self.contents.draw_text(x + font_size, y + font_size * i, width - font_size, font_size, matched[0], 0)
}
if i == 0
self.contents.draw_text(x + font_size, y + font_size, width - font_size, font_size, text2, 0)
end
end
elsif @item.is_a?(RPG::Armor)
if WD_itemdictionary_layout::A_id_display
text1 = sprintf("%0#{WD_itemdictionary_layout::A_id_display_digit}d",@index+1)
x = WD_itemdictionary_layout::A_id_display_x
y = WD_itemdictionary_layout::A_id_display_y
width = WD_itemdictionary_layout::A_id_display_width
height = line_height
draw_text(x, y, width, height, text1, 0)
end
if WD_itemdictionary_layout::A_name_display
x = WD_itemdictionary_layout::A_name_display_x
y = WD_itemdictionary_layout::A_name_display_y
draw_item_name(@item, x, y, true)
end
font_size = WD_itemdictionary_layout::C_font_size
contents.font.size = font_size
if WD_itemdictionary_layout::A_type_display
text1 = WD_itemdictionary_layout::A_type_display_text1
text2 = $data_system.armor_types[@item.atype_id]
x = WD_itemdictionary_layout::A_type_display_x
y = WD_itemdictionary_layout::A_type_display_y
width = WD_itemdictionary_layout::A_type_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
if WD_itemdictionary_layout::A_price_display
text1 = WD_itemdictionary_layout::A_price_display_text1
text2 = @item.price
text3 = Vocab::currency_unit
x = WD_itemdictionary_layout::A_price_display_x
y = WD_itemdictionary_layout::A_price_display_y
width = WD_itemdictionary_layout::A_price_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
cx = text_size(Vocab::currency_unit).width
change_color(normal_color)
draw_text(x, y, width - cx - 2, font_size, text2, 2)
change_color(system_color)
draw_text(x, y, width, font_size, text3, 2)
change_color(normal_color)
end
if WD_itemdictionary_layout::A_atk_display
text1 = Vocab::param(2)
text2 = @item.params[2]
x = WD_itemdictionary_layout::A_atk_display_x
y = WD_itemdictionary_layout::A_atk_display_y
width = WD_itemdictionary_layout::A_atk_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
if WD_itemdictionary_layout::A_def_display
text1 = Vocab::param(3)
text2 = @item.params[3]
x = WD_itemdictionary_layout::A_def_display_x
y = WD_itemdictionary_layout::A_def_display_y
width = WD_itemdictionary_layout::A_def_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
if WD_itemdictionary_layout::A_mat_display
text1 = Vocab::param(4)
text2 = @item.params[4]
x = WD_itemdictionary_layout::A_mat_display_x
y = WD_itemdictionary_layout::A_mat_display_y
width = WD_itemdictionary_layout::A_mat_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
if WD_itemdictionary_layout::A_mdf_display
text1 = Vocab::param(5)
text2 = @item.params[5]
x = WD_itemdictionary_layout::A_mdf_display_x
y = WD_itemdictionary_layout::A_mdf_display_y
width = WD_itemdictionary_layout::A_mdf_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
if WD_itemdictionary_layout::A_agi_display
text1 = Vocab::param(6)
text2 = @item.params[6]
x = WD_itemdictionary_layout::A_agi_display_x
y = WD_itemdictionary_layout::A_agi_display_y
width = WD_itemdictionary_layout::A_agi_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
if WD_itemdictionary_layout::A_luk_display
text1 = Vocab::param(7)
text2 = @item.params[7]
x = WD_itemdictionary_layout::A_luk_display_x
y = WD_itemdictionary_layout::A_luk_display_y
width = WD_itemdictionary_layout::A_luk_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
if WD_itemdictionary_layout::A_mhp_display
text1 = Vocab::param(0)
text2 = @item.params[0]
x = WD_itemdictionary_layout::A_mhp_display_x
y = WD_itemdictionary_layout::A_mhp_display_y
width = WD_itemdictionary_layout::A_mhp_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
if WD_itemdictionary_layout::A_mmp_display
text1 = Vocab::param(1)
text2 = @item.params[1]
x = WD_itemdictionary_layout::A_mmp_display_x
y = WD_itemdictionary_layout::A_mmp_display_y
width = WD_itemdictionary_layout::A_mmp_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
if WD_itemdictionary_layout::A_option_display
text1 = WD_itemdictionary_layout::A_option_display_text1
text2 = WD_itemdictionary_layout::A_option_display_text2
x = WD_itemdictionary_layout::A_option_display_x
y = WD_itemdictionary_layout::A_option_display_y
width = WD_itemdictionary_layout::A_option_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
i = 0
@item.note.scan(/<Note:(.*)>/){|matched|
i += 1
self.contents.draw_text(x + font_size, y + font_size * i, width - font_size, font_size, matched[0], 0)
}
if i == 0
self.contents.draw_text(x + font_size, y + font_size, width - font_size, font_size, text2, 0)
end
end
end
elsif @item != nil
if @item.is_a?(RPG::Item)
if WD_itemdictionary_layout::I_id_display
text1 = sprintf("%0#{WD_itemdictionary_layout::I_id_display_digit}d",@index+1)
x = WD_itemdictionary_layout::I_id_display_x
y = WD_itemdictionary_layout::I_id_display_y
width = WD_itemdictionary_layout::I_id_display_width
height = line_height
draw_text(x, y, width, height, text1, 0)
end
if WD_itemdictionary_layout::I_name_display
text1 = "- No Data -"
x = WD_itemdictionary_layout::I_name_display_x
y = WD_itemdictionary_layout::I_name_display_y
width = WD_itemdictionary_layout::I_name_display_width
height = line_height
draw_text(x, y, width, height, text1, 0)
end
end
if @item.is_a?(RPG::Weapon)
if WD_itemdictionary_layout::W_id_display
text1 = sprintf("%0#{WD_itemdictionary_layout::W_id_display_digit}d",@index+1)
x = WD_itemdictionary_layout::W_id_display_x
y = WD_itemdictionary_layout::W_id_display_y
width = WD_itemdictionary_layout::W_id_display_width
height = line_height
draw_text(x, y, width, height, text1, 0)
end
if WD_itemdictionary_layout::W_name_display
text1 = "- No Data -"
x = WD_itemdictionary_layout::W_name_display_x
y = WD_itemdictionary_layout::W_name_display_y
width = WD_itemdictionary_layout::W_name_display_width
height = line_height
draw_text(x, y, width, height, text1, 0)
end
end
if @item.is_a?(RPG::Armor)
if WD_itemdictionary_layout::A_id_display
text1 = sprintf("%0#{WD_itemdictionary_layout::A_id_display_digit}d",@index+1)
x = WD_itemdictionary_layout::A_id_display_x
y = WD_itemdictionary_layout::A_id_display_y
width = WD_itemdictionary_layout::A_id_display_width
height = line_height
draw_text(x, y, width, height, text1, 0)
end
if WD_itemdictionary_layout::A_name_display
text1 = "- No Data -"
x = WD_itemdictionary_layout::A_name_display_x
y = WD_itemdictionary_layout::A_name_display_y
width = WD_itemdictionary_layout::A_name_display_width
height = line_height
draw_text(x, y, width, height, text1, 0)
end
end
end
end
end
Спасибо HopeBree.Жалко только не получается под VX.Ошибку выдаёт.
Ой, какая вкусняшка. Скрипты мне рано ещё трогать, но на потом оставлю. Спасибо )я не буду расписывать, что с ним делать, думаю на форуме там сам посмотришь
Спойлер Settings:PHP код:
#==============================================================================
# ■ RGSS3 Item Encyclopedia Ver 1.00 Initial settings
#------------------------------------------------------------------------------
# Author:
# White Demon / White Mage [url]http://izumiwhite.web.fc2.com/[/url]
#
# Translated By:
# Elemental Crisis [url]http://RPGMakerVXAce.com[/url]
#
# Terms of Use:
# Only available to registered users of RPG Maker VX Ace.
# There is no need to report on usage or to display copyright attribution.
# Feel free to modify.
# Author not responsible for any problems caused by using this script.
#==============================================================================
#-------------------------------------------------------------------------------
# ★ Initial settings.
#-------------------------------------------------------------------------------
module WD_itemdictionary_layout
#===Layout Settins For Each Item===============================================
#
# *_***_display : true - Display false - Hidden.
# *_***_display_x : X coordinate of display position.
# *_***_display_y : Y coordinate of display position.
# *_***_display_width : Text display width.
# *_***_display_text* : Text display.
#
#==============================================================================
#===Global Settings============================================================
#Font size
C_font_size = 20
#===Item Settings==============================================================
#Number Display
I_id_display = true
I_id_display_x = 0
I_id_display_y = 0
I_id_display_width = 60
I_id_display_digit = 3 #Digit Number
#Name Display
I_name_display = true
I_name_display_x = 84
I_name_display_y = 0
I_name_display_width = 172
#Price Display
I_price_display = true
I_price_display_x = 150
I_price_display_y = 32
I_price_display_width = 136
I_price_display_text1 = "Price"
#Useability Display
I_occasion_display = true
I_occasion_display_x = 0
I_occasion_display_y = 62
I_occasion_display_width = 140
I_occasion_display_text1 = "Useability"
I_occasion_display_text2 = "Always"
I_occasion_display_text3 = "Battle"
I_occasion_display_text4 = "Menu"
I_occasion_display_text5 = "Never"
#Consumables Display
I_consumable_display = true
I_consumable_display_x = 150
I_consumable_display_y = 62
I_consumable_display_width = 140
I_consumable_display_text1 = "Consumable"
I_consumable_display_text2 = "Yes"
I_consumable_display_text3 = "No"
#Options Display
I_option_display = true
I_option_display_x = 0
I_option_display_y = 92
I_option_display_width = 286
I_option_display_text1 = "Notes"
I_option_display_text2 = "No Notes"
#===Weapon Settings===========================================================
#Number Display
W_id_display = true
W_id_display_x = 0
W_id_display_y = 0
W_id_display_width = 60
W_id_display_digit = 3 #Digit Number
#Name Display
W_name_display = true
W_name_display_x = 84
W_name_display_y = 0
W_name_display_width = 172
#Type Display
W_type_display = true
W_type_display_x = 0
W_type_display_y = 32
W_type_display_width = 136
W_type_display_text1 = "Type"
#Price Display
W_price_display = true
W_price_display_x = 150
W_price_display_y = 32
W_price_display_width = 136
W_price_display_text1 = "Price"
#Attack Display
W_atk_display = true
W_atk_display_x = 0
W_atk_display_y = 62
W_atk_display_width = 136
#Defense Display
W_def_display = true
W_def_display_x = 150
W_def_display_y = 62
W_def_display_width = 136
#Magic Power Display
W_mat_display = true
W_mat_display_x = 0
W_mat_display_y = 82
W_mat_display_width = 136
#Magic Defense Display
W_mdf_display = true
W_mdf_display_x = 150
W_mdf_display_y = 82
W_mdf_display_width = 136
#Agility Display
W_agi_display = true
W_agi_display_x = 0
W_agi_display_y = 102
W_agi_display_width = 136
#Luck Display
W_luk_display = true
W_luk_display_x = 150
W_luk_display_y = 102
W_luk_display_width = 136
#Maximum HP Display
W_mhp_display = true
W_mhp_display_x = 0
W_mhp_display_y = 122
W_mhp_display_width = 136
#Maximum MP Display
W_mmp_display = true
W_mmp_display_x = 150
W_mmp_display_y = 122
W_mmp_display_width = 136
#Option Display
W_option_display = true
W_option_display_x = 0
W_option_display_y = 152
W_option_display_width = 286
W_option_display_text1 = "Notes"
W_option_display_text2 = "No Notes"
#===Armor Settings============================================================
#Numder Display
A_id_display = true
A_id_display_x = 0
A_id_display_y = 0
A_id_display_width = 60
A_id_display_digit = 3 #Digit Number
#Name Display
A_name_display = true
A_name_display_x = 84
A_name_display_y = 0
A_name_display_width = 172
#Type Display
A_type_display = true
A_type_display_x = 0
A_type_display_y = 32
A_type_display_width = 136
A_type_display_text1 = "Type"
#Price Display
A_price_display = true
A_price_display_x = 150
A_price_display_y = 32
A_price_display_width = 136
A_price_display_text1 = "Price"
#Attack Display
A_atk_display = true
A_atk_display_x = 0
A_atk_display_y = 62
A_atk_display_width = 136
#Defense Display
A_def_display = true
A_def_display_x = 150
A_def_display_y = 62
A_def_display_width = 136
#Magic Power Display
A_mat_display = true
A_mat_display_x = 0
A_mat_display_y = 82
A_mat_display_width = 136
#Magic Defense Display
A_mdf_display = true
A_mdf_display_x = 150
A_mdf_display_y = 82
A_mdf_display_width = 136
#Agility Display
A_agi_display = true
A_agi_display_x = 0
A_agi_display_y = 102
A_agi_display_width = 136
#Luck Display
A_luk_display = true
A_luk_display_x = 150
A_luk_display_y = 102
A_luk_display_width = 136
#Maximum HP Display
A_mhp_display = true
A_mhp_display_x = 0
A_mhp_display_y = 122
A_mhp_display_width = 136
#Maximum MP Display
A_mmp_display = true
A_mmp_display_x = 150
A_mmp_display_y = 122
A_mmp_display_width = 136
#Option Display
A_option_display = true
A_option_display_x = 0
A_option_display_y = 152
A_option_display_width = 286
A_option_display_text1 = "Notes"
A_option_display_text2 = "No Notes"
end
#-------------------------------------------------------------------------------
# ★ Initial Settings End
#-------------------------------------------------------------------------------
Спойлер Script:PHP код:
#==============================================================================
# ■ RGSS3 Item Encyclopedia Ver 1.00 Encyclopedia Script
#------------------------------------------------------------------------------
# Author:
# White Demon / White Mage http://izumiwhite.web.fc2.com/
#
# Translated By:
# Elemental Crisis http://RPGMakerVXAce.com
#
# Terms of Use:
# Only available to registered users of RPG Maker VX Ace.
# There is no need to report on usage or to display copyright attribution.
# Feel free to modify.
# Author not responsible for any problems caused by using this script.
#==============================================================================
#==============================================================================
# ■ WD_itemdictionary
#------------------------------------------------------------------------------
# Common methods for encyclopedia items.
#==============================================================================
module WD_itemdictionary
def i_dictionary_switch_on(id)
$game_system.i_dic_sw = [] if $game_system.i_dic_sw == nil
$game_system.i_dic_sw[id] = false if $game_system.i_dic_sw[id] == nil
$game_system.i_dic_sw[id] = true
end
def i_dictionary_switch_off(id)
$game_system.i_dic_sw = [] if $game_system.i_dic_sw == nil
$game_system.i_dic_sw[id] = false if $game_system.i_dic_sw[id] == nil
$game_system.i_dic_sw[id] = false
end
def i_dictionary_switch_on?(id)
$game_system.i_dic_sw = [] if $game_system.i_dic_sw == nil
$game_system.i_dic_sw[id] = false if $game_system.i_dic_sw[id] == nil
return $game_system.i_dic_sw[id]
end
def w_dictionary_switch_on(id)
$game_system.w_dic_sw = [] if $game_system.w_dic_sw == nil
$game_system.w_dic_sw[id] = false if $game_system.w_dic_sw[id] == nil
$game_system.w_dic_sw[id] = true
end
def w_dictionary_switch_off(id)
$game_system.w_dic_sw = [] if $game_system.w_dic_sw == nil
$game_system.w_dic_sw[id] = false if $game_system.w_dic_sw[id] == nil
$game_system.w_dic_sw[id] = false
end
def w_dictionary_switch_on?(id)
$game_system.w_dic_sw = [] if $game_system.w_dic_sw == nil
$game_system.w_dic_sw[id] = false if $game_system.w_dic_sw[id] == nil
return $game_system.w_dic_sw[id]
end
def a_dictionary_switch_on(id)
$game_system.a_dic_sw = [] if $game_system.a_dic_sw == nil
$game_system.a_dic_sw[id] = false if $game_system.a_dic_sw[id] == nil
$game_system.a_dic_sw[id] = true
end
def a_dictionary_switch_off(id)
$game_system.a_dic_sw = [] if $game_system.a_dic_sw == nil
$game_system.a_dic_sw[id] = false if $game_system.a_dic_sw[id] == nil
$game_system.a_dic_sw[id] = false
end
def a_dictionary_switch_on?(id)
$game_system.a_dic_sw = [] if $game_system.a_dic_sw == nil
$game_system.a_dic_sw[id] = false if $game_system.a_dic_sw[id] == nil
return $game_system.a_dic_sw[id]
end
def t_dictionary_switch_on(item)
if item.is_a?(RPG::Item)
i_dictionary_switch_on(item.id)
end
if item.is_a?(RPG::Weapon)
w_dictionary_switch_on(item.id)
end
if item.is_a?(RPG::Armor)
a_dictionary_switch_on(item.id)
end
end
def t_dictionary_switch_on?(item)
if item.is_a?(RPG::Item)
return i_dictionary_switch_on?(item.id)
end
if item.is_a?(RPG::Weapon)
return w_dictionary_switch_on?(item.id)
end
if item.is_a?(RPG::Armor)
return a_dictionary_switch_on?(item.id)
end
end
def print_dictionary?(item)
if item != nil
if item.name.size > 0
hantei = /<Exclude>/ =~ item.note
if hantei == nil
return true
end
end
end
return false
end
def item_dictionary_perfection
dic_max = 0
dic_num = 0
$data_items.each do |item|
if print_dictionary?(item)
dic_max += 1
if i_dictionary_switch_on?(item.id) == true
dic_num += 1
end
end
end
$data_weapons.each do |item|
if print_dictionary?(item)
dic_max += 1
if w_dictionary_switch_on?(item.id) == true
dic_num += 1
end
end
end
$data_armors.each do |item|
if print_dictionary?(item)
dic_max += 1
if a_dictionary_switch_on?(item.id) == true
dic_num += 1
end
end
end
return (100*dic_num)/dic_max
end
end
class Game_Interpreter
include WD_itemdictionary
end
class Game_System
#--------------------------------------------------------------------------
# ● Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :i_dic_sw
attr_accessor :w_dic_sw
attr_accessor :a_dic_sw
#--------------------------------------------------------------------------
# ● Object Initialization
#--------------------------------------------------------------------------
alias wd_orig_initialize001 initialize
def initialize
wd_orig_initialize001
@i_dic_sw = []
@w_dic_sw = []
@a_dic_sw = []
end
end
class Game_Party < Game_Unit
include WD_itemdictionary
#--------------------------------------------------------------------------
# ● Items Increased (Decreased)
# include_equip : Includes Equipment
#--------------------------------------------------------------------------
alias wd_orig_gain_item001 gain_item
def gain_item(item, amount, include_equip = false)
wd_orig_gain_item001(item, amount, include_equip = false)
if amount > 0
t_dictionary_switch_on(item)
end
end
end
#==============================================================================
# ■ Scene_ItemDictionary
#------------------------------------------------------------------------------
# Class for processing items.
#==============================================================================
class Scene_ItemDictionary < Scene_ItemBase
#--------------------------------------------------------------------------
# ● Start
#--------------------------------------------------------------------------
def start
super
create_help_window
create_category_window
create_status_window
create_item_window
create_perfection_window
end
#--------------------------------------------------------------------------
# ● Create Category Window
#--------------------------------------------------------------------------
def create_category_window
@category_window = Window_ItemCategory.new
@category_window.viewport = @viewport
@category_window.help_window = @help_window
@category_window.y = @help_window.height
@category_window.set_handler(:ok, method(:on_category_ok))
@category_window.set_handler(:cancel, method(:return_scene))
end
#--------------------------------------------------------------------------
# ● Create Item Window
#--------------------------------------------------------------------------
def create_item_window
wy = @category_window.y + @category_window.height
wh = Graphics.height - wy - 48
@item_window = Window_ItemDictionaryList.new(Graphics.width-172-48, wy, 172+48, wh)
@item_window.viewport = @viewport
@item_window.help_window = @help_window
@item_window.status_window = @status_window
@item_window.set_handler(:cancel, method(:on_item_cancel))
@category_window.item_window = @item_window
end
#--------------------------------------------------------------------------
# ● Create Status Window
#--------------------------------------------------------------------------
def create_status_window
wy = @category_window.y + @category_window.height
wh = Graphics.height - wy
@status_window = Window_ItemDictionaryStatus.new(0, wy, Graphics.width-172-48, wh)
@status_window.viewport = @viewport
@status_window.set_item(nil)
end
#--------------------------------------------------------------------------
# ● Create Completion Percent Window
#--------------------------------------------------------------------------
def create_perfection_window
wy = @item_window.y + @item_window.height
wh = 48
@perfection_window = Window_ItemDictionaryPerfection.new(Graphics.width-172-48, wy, 172+48, wh)
@perfection_window.viewport = @viewport
end
#--------------------------------------------------------------------------
# ● Category [Decision]
#--------------------------------------------------------------------------
def on_category_ok
@item_window.activate
@item_window.select_last
end
#--------------------------------------------------------------------------
# ● Item [Cancellation]
#--------------------------------------------------------------------------
def on_item_cancel
@item_window.unselect
@category_window.activate
@status_window.set_item(nil)
end
end
#==============================================================================
# ■ Window_ItemDictionaryList
#------------------------------------------------------------------------------
# Class for displaying all items in the encyclopedia.
#==============================================================================
class Window_ItemDictionaryList < Window_Selectable
include WD_itemdictionary
#--------------------------------------------------------------------------
# ● Object Initialization
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super
@category = :none
@data = []
end
#--------------------------------------------------------------------------
# ● Set Category
#--------------------------------------------------------------------------
def category=(category)
return if @category == category
@category = category
refresh
self.oy = 0
end
#--------------------------------------------------------------------------
# ● GetNumber Of Digits
#--------------------------------------------------------------------------
def col_max
return 1
end
#--------------------------------------------------------------------------
# ● Get Number Of Items
#--------------------------------------------------------------------------
def item_max
@data ? @data.size : 1
end
#--------------------------------------------------------------------------
# ● Get Item
#--------------------------------------------------------------------------
def item
@data && index >= 0 ? @data[index] : nil
end
#--------------------------------------------------------------------------
# ● Get Enabled State Of Current Selection
#--------------------------------------------------------------------------
def current_item_enabled?
enable?(@data[index])
end
#--------------------------------------------------------------------------
# ● Include Items/Weapons/Armor
#--------------------------------------------------------------------------
def include?(item)
case @category
when :item
item.is_a?(RPG::Item) && !item.key_item?
when :weapon
item.is_a?(RPG::Weapon)
when :armor
item.is_a?(RPG::Armor)
when :key_item
item.is_a?(RPG::Item) && item.key_item?
else
false
end
end
#--------------------------------------------------------------------------
# ● Include Items From List
#--------------------------------------------------------------------------
def make_item_list
@data = []
$data_items.each do |item|
if print_dictionary?(item)
@data.push(item) if include?(item)
end
end
$data_weapons.each do |item|
if print_dictionary?(item)
@data.push(item) if include?(item)
end
end
$data_armors.each do |item|
if print_dictionary?(item)
@data.push(item) if include?(item)
end
end
@data.push(nil) if include?(nil)
end
#--------------------------------------------------------------------------
# ● Return To Last Selected Position
#--------------------------------------------------------------------------
def select_last
select(0)
end
#--------------------------------------------------------------------------
# ● Draw Item
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
if item
rect = item_rect(index)
rect.width -= 4
if t_dictionary_switch_on?(item)
change_color(normal_color, true)
draw_item_name(item, rect.x, rect.y, true)
else
change_color(normal_color, false)
draw_text(rect.x + 24, rect.y, 172, line_height, "???????")
end
end
end
#--------------------------------------------------------------------------
# ● Update Help Text
#--------------------------------------------------------------------------
def update_help
if t_dictionary_switch_on?(item)
@help_window.set_item(item)
@status_window.set_item(item, @index, true)
else
@help_window.set_text("???????")
@status_window.set_item(item, @index, false)
end
end
#--------------------------------------------------------------------------
# ● Refresh
#--------------------------------------------------------------------------
def refresh
make_item_list
create_contents
draw_all_items
end
#--------------------------------------------------------------------------
# ● Status Window Setting
#--------------------------------------------------------------------------
def status_window=(status_window)
@status_window = status_window
end
end
#==============================================================================
# ■ Window_ItemDictionaryPerfection
#------------------------------------------------------------------------------
# Class for displaying the current encyclopedia completion percent.
#==============================================================================
class Window_ItemDictionaryPerfection < Window_Selectable
include WD_itemdictionary
#--------------------------------------------------------------------------
# ● Object Initialization
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super
refresh(width)
end
#--------------------------------------------------------------------------
# ● Refresh
#--------------------------------------------------------------------------
def refresh(width)
contents.clear
draw_text(0, 0, width-24, line_height, "Complete: #{item_dictionary_perfection} %", 1)
end
end
#==============================================================================
# ■ Window_ItemDictionaryStatus
#------------------------------------------------------------------------------
# Class for displaying the details of an item in the encyclopedia.
#==============================================================================
class Window_ItemDictionaryStatus < Window_Selectable
include WD_itemdictionary
#--------------------------------------------------------------------------
# ● Object Initialization
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super
@item = nil
refresh
end
#--------------------------------------------------------------------------
# ● Item Settings
#--------------------------------------------------------------------------
def set_item(item, index=-1, print=false)
return if ((@item == item) and (@index == index))
@item = item
@index = index
@print = print
refresh
end
#--------------------------------------------------------------------------
# ● Refresh
#--------------------------------------------------------------------------
def refresh
contents.clear
contents.font.size = 24
if @print
if @item.is_a?(RPG::Item)
if WD_itemdictionary_layout::I_id_display
text1 = sprintf("%0#{WD_itemdictionary_layout::I_id_display_digit}d",@index+1)
x = WD_itemdictionary_layout::I_id_display_x
y = WD_itemdictionary_layout::I_id_display_y
width = WD_itemdictionary_layout::I_id_display_width
height = line_height
draw_text(x, y, width, height, text1, 0)
end
if WD_itemdictionary_layout::I_name_display
x = WD_itemdictionary_layout::I_name_display_x
y = WD_itemdictionary_layout::I_name_display_y
draw_item_name(@item, x, y, true)
end
font_size = WD_itemdictionary_layout::C_font_size
contents.font.size = font_size
if WD_itemdictionary_layout::I_price_display
text1 = WD_itemdictionary_layout::I_price_display_text1
text2 = @item.price
text3 = Vocab::currency_unit
x = WD_itemdictionary_layout::I_price_display_x
y = WD_itemdictionary_layout::I_price_display_y
width = WD_itemdictionary_layout::I_price_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
cx = text_size(Vocab::currency_unit).width
change_color(normal_color)
draw_text(x, y, width - cx - 2, font_size, text2, 2)
change_color(system_color)
draw_text(x, y, width, font_size, text3, 2)
change_color(normal_color)
end
if WD_itemdictionary_layout::I_occasion_display
text1 = WD_itemdictionary_layout::I_occasion_display_text1
text2 = WD_itemdictionary_layout::I_occasion_display_text2
text3 = WD_itemdictionary_layout::I_occasion_display_text3
text4 = WD_itemdictionary_layout::I_occasion_display_text4
text5 = WD_itemdictionary_layout::I_occasion_display_text5
x = WD_itemdictionary_layout::I_occasion_display_x
y = WD_itemdictionary_layout::I_occasion_display_y
width = WD_itemdictionary_layout::I_occasion_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
case @item.occasion
when 0
draw_text(x, y, width, font_size, text2, 2)
when 1
draw_text(x, y, width, font_size, text3, 2)
when 2
draw_text(x, y, width, font_size, text4, 2)
when 3
draw_text(x, y, width, font_size, text5, 2)
end
end
if WD_itemdictionary_layout::I_consumable_display
text1 = WD_itemdictionary_layout::I_consumable_display_text1
text2 = WD_itemdictionary_layout::I_consumable_display_text2
text3 = WD_itemdictionary_layout::I_consumable_display_text3
x = WD_itemdictionary_layout::I_consumable_display_x
y = WD_itemdictionary_layout::I_consumable_display_y
width = WD_itemdictionary_layout::I_consumable_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
if @item.consumable
draw_text(x, y, width, font_size, text2, 2)
else
draw_text(x, y, width, font_size, text3, 2)
end
end
if WD_itemdictionary_layout::I_option_display
text1 = WD_itemdictionary_layout::I_option_display_text1
text2 = WD_itemdictionary_layout::I_option_display_text2
x = WD_itemdictionary_layout::I_option_display_x
y = WD_itemdictionary_layout::I_option_display_y
width = WD_itemdictionary_layout::I_option_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
i = 0
@item.note.scan(/<Note:(.*)>/){|matched|
i += 1
self.contents.draw_text(x + font_size, y + font_size * i, width - font_size, font_size, matched[0], 0)
}
if i == 0
self.contents.draw_text(x + font_size, y + font_size, width - font_size, font_size, text2, 0)
end
end
elsif @item.is_a?(RPG::Weapon)
if WD_itemdictionary_layout::W_id_display
text1 = sprintf("%0#{WD_itemdictionary_layout::W_id_display_digit}d",@index+1)
x = WD_itemdictionary_layout::W_id_display_x
y = WD_itemdictionary_layout::W_id_display_y
width = WD_itemdictionary_layout::W_id_display_width
height = line_height
draw_text(x, y, width, height, text1, 0)
end
if WD_itemdictionary_layout::W_name_display
x = WD_itemdictionary_layout::W_name_display_x
y = WD_itemdictionary_layout::W_name_display_y
draw_item_name(@item, x, y, true)
end
font_size = WD_itemdictionary_layout::C_font_size
contents.font.size = font_size
if WD_itemdictionary_layout::W_type_display
text1 = WD_itemdictionary_layout::W_type_display_text1
text2 = $data_system.weapon_types[@item.wtype_id]
x = WD_itemdictionary_layout::W_type_display_x
y = WD_itemdictionary_layout::W_type_display_y
width = WD_itemdictionary_layout::W_type_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
if WD_itemdictionary_layout::W_price_display
text1 = WD_itemdictionary_layout::W_price_display_text1
text2 = @item.price
text3 = Vocab::currency_unit
x = WD_itemdictionary_layout::W_price_display_x
y = WD_itemdictionary_layout::W_price_display_y
width = WD_itemdictionary_layout::W_price_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
cx = text_size(Vocab::currency_unit).width
change_color(normal_color)
draw_text(x, y, width - cx - 2, font_size, text2, 2)
change_color(system_color)
draw_text(x, y, width, font_size, text3, 2)
change_color(normal_color)
end
if WD_itemdictionary_layout::W_atk_display
text1 = Vocab::param(2)
text2 = @item.params[2]
x = WD_itemdictionary_layout::W_atk_display_x
y = WD_itemdictionary_layout::W_atk_display_y
width = WD_itemdictionary_layout::W_atk_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
if WD_itemdictionary_layout::W_def_display
text1 = Vocab::param(3)
text2 = @item.params[3]
x = WD_itemdictionary_layout::W_def_display_x
y = WD_itemdictionary_layout::W_def_display_y
width = WD_itemdictionary_layout::W_def_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
if WD_itemdictionary_layout::W_mat_display
text1 = Vocab::param(4)
text2 = @item.params[4]
x = WD_itemdictionary_layout::W_mat_display_x
y = WD_itemdictionary_layout::W_mat_display_y
width = WD_itemdictionary_layout::W_mat_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
if WD_itemdictionary_layout::W_mdf_display
text1 = Vocab::param(5)
text2 = @item.params[5]
x = WD_itemdictionary_layout::W_mdf_display_x
y = WD_itemdictionary_layout::W_mdf_display_y
width = WD_itemdictionary_layout::W_mdf_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
if WD_itemdictionary_layout::W_agi_display
text1 = Vocab::param(6)
text2 = @item.params[6]
x = WD_itemdictionary_layout::W_agi_display_x
y = WD_itemdictionary_layout::W_agi_display_y
width = WD_itemdictionary_layout::W_agi_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
if WD_itemdictionary_layout::W_luk_display
text1 = Vocab::param(7)
text2 = @item.params[7]
x = WD_itemdictionary_layout::W_luk_display_x
y = WD_itemdictionary_layout::W_luk_display_y
width = WD_itemdictionary_layout::W_luk_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
if WD_itemdictionary_layout::W_mhp_display
text1 = Vocab::param(0)
text2 = @item.params[0]
x = WD_itemdictionary_layout::W_mhp_display_x
y = WD_itemdictionary_layout::W_mhp_display_y
width = WD_itemdictionary_layout::W_mhp_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
if WD_itemdictionary_layout::W_mmp_display
text1 = Vocab::param(1)
text2 = @item.params[1]
x = WD_itemdictionary_layout::W_mmp_display_x
y = WD_itemdictionary_layout::W_mmp_display_y
width = WD_itemdictionary_layout::W_mmp_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
if WD_itemdictionary_layout::W_option_display
text1 = WD_itemdictionary_layout::W_option_display_text1
text2 = WD_itemdictionary_layout::W_option_display_text2
x = WD_itemdictionary_layout::W_option_display_x
y = WD_itemdictionary_layout::W_option_display_y
width = WD_itemdictionary_layout::W_option_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
i = 0
@item.note.scan(/<Note:(.*)>/){|matched|
i += 1
self.contents.draw_text(x + font_size, y + font_size * i, width - font_size, font_size, matched[0], 0)
}
if i == 0
self.contents.draw_text(x + font_size, y + font_size, width - font_size, font_size, text2, 0)
end
end
elsif @item.is_a?(RPG::Armor)
if WD_itemdictionary_layout::A_id_display
text1 = sprintf("%0#{WD_itemdictionary_layout::A_id_display_digit}d",@index+1)
x = WD_itemdictionary_layout::A_id_display_x
y = WD_itemdictionary_layout::A_id_display_y
width = WD_itemdictionary_layout::A_id_display_width
height = line_height
draw_text(x, y, width, height, text1, 0)
end
if WD_itemdictionary_layout::A_name_display
x = WD_itemdictionary_layout::A_name_display_x
y = WD_itemdictionary_layout::A_name_display_y
draw_item_name(@item, x, y, true)
end
font_size = WD_itemdictionary_layout::C_font_size
contents.font.size = font_size
if WD_itemdictionary_layout::A_type_display
text1 = WD_itemdictionary_layout::A_type_display_text1
text2 = $data_system.armor_types[@item.atype_id]
x = WD_itemdictionary_layout::A_type_display_x
y = WD_itemdictionary_layout::A_type_display_y
width = WD_itemdictionary_layout::A_type_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
if WD_itemdictionary_layout::A_price_display
text1 = WD_itemdictionary_layout::A_price_display_text1
text2 = @item.price
text3 = Vocab::currency_unit
x = WD_itemdictionary_layout::A_price_display_x
y = WD_itemdictionary_layout::A_price_display_y
width = WD_itemdictionary_layout::A_price_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
cx = text_size(Vocab::currency_unit).width
change_color(normal_color)
draw_text(x, y, width - cx - 2, font_size, text2, 2)
change_color(system_color)
draw_text(x, y, width, font_size, text3, 2)
change_color(normal_color)
end
if WD_itemdictionary_layout::A_atk_display
text1 = Vocab::param(2)
text2 = @item.params[2]
x = WD_itemdictionary_layout::A_atk_display_x
y = WD_itemdictionary_layout::A_atk_display_y
width = WD_itemdictionary_layout::A_atk_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
if WD_itemdictionary_layout::A_def_display
text1 = Vocab::param(3)
text2 = @item.params[3]
x = WD_itemdictionary_layout::A_def_display_x
y = WD_itemdictionary_layout::A_def_display_y
width = WD_itemdictionary_layout::A_def_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
if WD_itemdictionary_layout::A_mat_display
text1 = Vocab::param(4)
text2 = @item.params[4]
x = WD_itemdictionary_layout::A_mat_display_x
y = WD_itemdictionary_layout::A_mat_display_y
width = WD_itemdictionary_layout::A_mat_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
if WD_itemdictionary_layout::A_mdf_display
text1 = Vocab::param(5)
text2 = @item.params[5]
x = WD_itemdictionary_layout::A_mdf_display_x
y = WD_itemdictionary_layout::A_mdf_display_y
width = WD_itemdictionary_layout::A_mdf_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
if WD_itemdictionary_layout::A_agi_display
text1 = Vocab::param(6)
text2 = @item.params[6]
x = WD_itemdictionary_layout::A_agi_display_x
y = WD_itemdictionary_layout::A_agi_display_y
width = WD_itemdictionary_layout::A_agi_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
if WD_itemdictionary_layout::A_luk_display
text1 = Vocab::param(7)
text2 = @item.params[7]
x = WD_itemdictionary_layout::A_luk_display_x
y = WD_itemdictionary_layout::A_luk_display_y
width = WD_itemdictionary_layout::A_luk_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
if WD_itemdictionary_layout::A_mhp_display
text1 = Vocab::param(0)
text2 = @item.params[0]
x = WD_itemdictionary_layout::A_mhp_display_x
y = WD_itemdictionary_layout::A_mhp_display_y
width = WD_itemdictionary_layout::A_mhp_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
if WD_itemdictionary_layout::A_mmp_display
text1 = Vocab::param(1)
text2 = @item.params[1]
x = WD_itemdictionary_layout::A_mmp_display_x
y = WD_itemdictionary_layout::A_mmp_display_y
width = WD_itemdictionary_layout::A_mmp_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
draw_text(x, y, width, font_size, text2, 2)
end
if WD_itemdictionary_layout::A_option_display
text1 = WD_itemdictionary_layout::A_option_display_text1
text2 = WD_itemdictionary_layout::A_option_display_text2
x = WD_itemdictionary_layout::A_option_display_x
y = WD_itemdictionary_layout::A_option_display_y
width = WD_itemdictionary_layout::A_option_display_width
change_color(system_color)
draw_text(x, y, width, font_size, text1, 0)
change_color(normal_color)
i = 0
@item.note.scan(/<Note:(.*)>/){|matched|
i += 1
self.contents.draw_text(x + font_size, y + font_size * i, width - font_size, font_size, matched[0], 0)
}
if i == 0
self.contents.draw_text(x + font_size, y + font_size, width - font_size, font_size, text2, 0)
end
end
end
elsif @item != nil
if @item.is_a?(RPG::Item)
if WD_itemdictionary_layout::I_id_display
text1 = sprintf("%0#{WD_itemdictionary_layout::I_id_display_digit}d",@index+1)
x = WD_itemdictionary_layout::I_id_display_x
y = WD_itemdictionary_layout::I_id_display_y
width = WD_itemdictionary_layout::I_id_display_width
height = line_height
draw_text(x, y, width, height, text1, 0)
end
if WD_itemdictionary_layout::I_name_display
text1 = "- No Data -"
x = WD_itemdictionary_layout::I_name_display_x
y = WD_itemdictionary_layout::I_name_display_y
width = WD_itemdictionary_layout::I_name_display_width
height = line_height
draw_text(x, y, width, height, text1, 0)
end
end
if @item.is_a?(RPG::Weapon)
if WD_itemdictionary_layout::W_id_display
text1 = sprintf("%0#{WD_itemdictionary_layout::W_id_display_digit}d",@index+1)
x = WD_itemdictionary_layout::W_id_display_x
y = WD_itemdictionary_layout::W_id_display_y
width = WD_itemdictionary_layout::W_id_display_width
height = line_height
draw_text(x, y, width, height, text1, 0)
end
if WD_itemdictionary_layout::W_name_display
text1 = "- No Data -"
x = WD_itemdictionary_layout::W_name_display_x
y = WD_itemdictionary_layout::W_name_display_y
width = WD_itemdictionary_layout::W_name_display_width
height = line_height
draw_text(x, y, width, height, text1, 0)
end
end
if @item.is_a?(RPG::Armor)
if WD_itemdictionary_layout::A_id_display
text1 = sprintf("%0#{WD_itemdictionary_layout::A_id_display_digit}d",@index+1)
x = WD_itemdictionary_layout::A_id_display_x
y = WD_itemdictionary_layout::A_id_display_y
width = WD_itemdictionary_layout::A_id_display_width
height = line_height
draw_text(x, y, width, height, text1, 0)
end
if WD_itemdictionary_layout::A_name_display
text1 = "- No Data -"
x = WD_itemdictionary_layout::A_name_display_x
y = WD_itemdictionary_layout::A_name_display_y
width = WD_itemdictionary_layout::A_name_display_width
height = line_height
draw_text(x, y, width, height, text1, 0)
end
end
end
end
end
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