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Benshy
06.11.2007, 14:55
http://www.band-nbm.de/ebay/problem.JPG

Wie ihr hier seht hab ich verschiedene Quests eingefügt und vor den jeweiligen Questnamen Icons hingetan.
Jetzt ist das Problem wie ihr seht das die Icons alle ganz oben angezeigt werden und nicht vor dem jeweiligem Quest.
Wie kann ich das lösen, bzw. was mache ich falsch.
Gehn muss es auf jedenfall, da ich das schon in nem Spiel gesehen hab.

Kelven
06.11.2007, 17:37
Am besten du postest mal den Code vom Script. Der Fehler liegt vermutlich an den Koordinaten für die Icons.

Benshy
06.11.2007, 17:38
Hier das Script das ich in meinem Game drinhab.
Danke, ich hoffe ihr könnt mir helfen.

Hauptscript:
#//////////////////////////////////Questlog 3.0/////////////////////////////////
#~~~~~~~~~~~~~~~~~~by Caesar~~~~~~~~~~~~~~~~~
#\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
#===================Parameter==================
# Wenn true, werden neue Quests oben eingefügt, ansonsten unten
INSERT_AT_TOP = false
# Zeilenhöhe in der Questbeschreibung
LINE_HEIGHT = 24
# Windowskin der Questlog-Fenster (nil = default)
WINDOWSKIN = nil
# "Überschrift" des Questlogs
HEADER_TEXT = "Aktuelle Aufgaben"
# Geschwindigkeit beim Scrollen (Pixel / Frame)
SCROLL_SPEED = 7
# Styles für die Beschreibungen der Quests
STYLES = {
"h1" => "<size=45><font=Cambria><b>|</b></font></size><down=40>",
"h2" => "<big><b><font=Cambria>|</font></b></big><down=32>",
"disabled" => "<color=disabled_color>|</color>",
"highlight" => "<color=#eeee32>|</color>",
"system" => "<color=system_color>|</color>"
}
# Dieser Process wird ausgeführt, sobald das Questlog geschlossen wird;
# (Default: Spieler kommt wieder auf die Map)
ON_CLOSE = Proc.new {$scene = Scene_Map.new}
#============================================
class Scene_Questlog
def main
@window_header = Window_Help.new
@window_header.x = 65
@window_header.y = 28
@window_header.z = 500
@window_header.width = 510
@window_header.windowskin = RPG::Cache.windowskin(WINDOWSKIN) unless
WINDOWSKIN.nil?
@window_header.contents = Bitmap.new(478, 32)
@window_header.contents.font.size = 30
@window_header.contents.draw_text(0, 0, 510, 32, HEADER_TEXT, 1)
@window_titles = Window_Questlog_Titles.new
@window_titles.windowskin = RPG::Cache.windowskin(WINDOWSKIN) unless
WINDOWSKIN.nil?
@window_description = Window_Questlog_Description.new(
$game_system.questlog.quests.map{|q| q.description})
@window_description.windowskin = RPG::Cache.windowskin(WINDOWSKIN) unless
WINDOWSKIN.nil?
@index = @window_titles.index
spriteset = Spriteset_Map.new
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@window_header.dispose
@window_titles.dispose
@window_description.dispose
spriteset.dispose
end
#----------------
def update
@window_titles.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
ON_CLOSE.call
return
end
if Input.press?(Input::R)
@window_description.scroll_down
elsif Input.press?(Input::L)
@window_description.scroll_up
end
if @index != @window_titles.index
@window_description.index = @index = @window_titles.index
end
end
end
#=============
class Quest
attr_reader :title
attr_reader :description
def initialize(title, description)
@title = title
@description = description
end
end
#============
class Questlog
attr_reader :quests
def initialize
@quests = []
end
#-----------
def add(quest, description="")
return add(Quest.new(quest, description)) unless quest.is_a?(Quest)
i = index(quest.title)
return @quests[i] = quest if i != nil
if INSERT_AT_TOP
# insert quest at top of the list
@quests.unshift(quest)
else
# insert quest at bottom of the list
@quests.push(quest)
end
end
#-----------
def remove(title)
@quests.delete_if{ |quest| quest.title == title}
end
#-----------
def count
return @quests.length
end
#------------
def index(title)
for i in 0..@quests.length-1
return i if @quests[i].title == title
end
return nil
end
#------------
def Questlog.add(title, description="")
$game_system.questlog.add(title, description)
end
#------------
def Questlog.remove(title)
$game_system.questlog.remove(title)
end
end
#=============
class Window_Questlog_Description < Window_Base
attr_reader :index
#------------------
def initialize(descriptions)
super(275, 92, 300, 360)
@descriptions = descriptions
@cache = Array.new(descriptions.size)
self.contents = Bitmap.new(width-32, height-32)
self.index = 0
self.z = 500
end
#-----------
def index=(index)
return if index == @index or @descriptions.empty?
@index = index
self.oy = 0
# bitmaps are only rendered once and than cached to reach more efficiency
if @cache[index].nil?
buffer = Bitmap.new(width-32, 2000)
docheight = buffer.draw_html(0, 0, 270, 2000, @descriptions[index])
@cache[index] = self.contents = Bitmap.new(width-32, docheight)
self.contents.blt(0, 0, buffer, Rect.new(0, 0, self.width-32, docheight))
else
self.contents = @cache[index]
end
end
#-----------
def scroll_down
self.oy += SCROLL_SPEED if self.height + self.oy - 32 < self.contents.height
end
#------------
def scroll_up
self.oy -= SCROLL_SPEED
self.oy = 0 if self.oy < 0
end
end
#=============
class Window_Questlog_Titles < Window_Base
attr_reader :index
def initialize
super(65, 92, 210, 360)
self.z = 500
@item_max = $game_system.questlog.count
self.contents = Bitmap.new(width-32, @item_max > 0 ? @item_max*32 : 32)
@index = 0
refresh
end
#-------------
def index=(index)
@index = index
update_cursor_rect
end
#-------------
def top_row=(row)
if row < 0
row = 0
end
if row > @item_max - 1
row = @item_max - 1
end
self.oy = row * 32
end
#-------------
def page_row_max
return (self.height - 32) / 32
end
#-------------
def page_item_max
return page_row_max * @column_max
end
#-------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
return
end
row = @index
top_row = self.oy / 32
if row < top_row
self.top_row = row
end
if row > top_row + (self.page_row_max - 1)
self.top_row = row - (self.page_row_max - 1)
end
self.cursor_rect.set(0, @index * 32 - self.oy, self.width - 32, 32)
end
#-------------
def refresh
self.contents.clear
for i in 0...$game_system.questlog.count
quest = $game_system.questlog.quests[i]
y = i*32
self.contents.draw_html(4, y, 150, 32, quest.title)
end
end
#------------
def update
super
if self.active and @item_max > 0 and @index >= 0
if Input.repeat?(Input::DOWN) and
(Input.trigger?(Input::DOWN) or @index < @item_max - 1)
$game_system.se_play($data_system.cursor_se)
@index = (@index + 1) % @item_max
end
if Input.repeat?(Input::UP) and
(Input.trigger?(Input::UP) or @index > 0)
$game_system.se_play($data_system.cursor_se)
@index = (@index - 1 + @item_max) % @item_max
end
end
update_cursor_rect
end
end
#===========
class Scene_Map
def call_questlog
$game_temp.questlog_calling = false
$game_player.straighten
$scene = Scene_Questlog.new
end
end
#===========
class Game_System
attr_accessor :questlog
alias questlog_init initialize
def initialize
questlog_init
@questlog = Questlog.new
end
end
#===========
class Game_Temp
attr_accessor :questlog_calling
alias questlog_init initialize
def initialize
questlog_init
@questlog_calling = false
end
end
#========================
class Scene_Load < Scene_File
# if a game that does not yet contain the questlog is loaded
# a new (empty) questlog instance is created
alias questlog_read_save_data read_save_data
def read_save_data(file)
questlog_read_save_data(file)
$game_system.questlog = Questlog.new if $game_system.questlog.nil?
end
end

Rendering-Script für Questlog:
#///////////////////////HTML-Rendering-Engine/////////////////////////////////
#~~~~~~~~~~~~~~~~by Caesar~~~~~~~~~~~~~~~~~~~
#\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
class Bitmap
def draw_shadow_text(x, y, width, height, str, align=0)
color = font.color.dup
font.color = Color.new(192, 192, 192, 156)
draw_text(x+2, y+2, width, height, str, align)
font.color = color
draw_text(x, y, width, height, str, align)
end
#----------------
def draw_html(x, y, width, height, str)
# remember string and font variables
str = str.dup
color = font.color.dup
bold = font.bold
italic = font.italic
size = font.size
name = font.name.dup
#::::::::::
shadow = false
underlined = false
opacity = 255
str.gsub!(/<if=([0-9]+)>(.+?)<else>(.+?)<\/if>/) {$game_switches[$1.to_i] ? $2 : $3}
str.gsub!(/<var=([0-9]+)>/) {$game_variables[$1.to_i].to_s}
str.gsub!(/<eval={(.+?)}>/) {eval $1}
str.gsub!(/<style=([A-Za-z0-9_-]+)>(.+?)<\/style>/) {
STYLES.has_key?($1) ? STYLES[$1].sub("|", $2) : ""
} if defined?(STYLES)
str.gsub!(/<br>/) {"\n"}
str.gsub!(/\\\\/) {"\00"}
str.gsub!(/<b>/) {"\01"}
str.gsub!(/<\/b>/) {"\02"}
str.gsub!(/<i>/) {"\03"}
str.gsub!(/<\/i>/) {"\04"}
str.gsub!(/<color=(#?[0-9a-z_]+)>/) {"\05[#{$1}]"}
str.gsub!(/<\/color>/) {"\06"}
str.gsub!(/<shadow>/) {"\16"}
str.gsub!(/<\/shadow>/) {"\17"}
str.gsub!(/<small>/) {"\20"}
str.gsub!(/<\/small>/) {"\21"}
str.gsub!(/<big>/) {"\23"}
str.gsub!(/<\/big>/) {"\21"}
str.gsub!(/<size=([0-9]+)>/) {"\24[#{$1}]"}
str.gsub!(/<\/size>/) {"\21"}
str.gsub!(/<font=([A-Za-z0-9\s]+)>/) {"\25[#{$1}]"}
str.gsub!(/<\/font>/) {"\26"}
str.gsub!(/<u>/) {"\27"}
str.gsub!(/<\/u>/) {"\30"}
str.gsub!(/<icon=([_A-Za-z0-9-]+)>/) {"\11[#{$1}]"}
str.gsub!(/<image=([_A-Za-z0-9-]+)>/) {"\31[#{$1}]"}
str.gsub!(/<down=([0-9]+)>/) {"\22[#{$1}]"}
str.gsub!(/<space=([0-9]+)>/) {"\100[#{$1}]"}
str.gsub!(/<line>/) {"\07"}
ix = 0
iy = 0
while ((c = str.slice!(/./m)) != nil)
if c == "\00" # \\
c = "\\"
end
if c == "\01" # <b>
font.bold = true
end
if c == "\02" #</b>
font.bold = bold
end
if c == "\03" # <i>
font.italic = true
end
if c == "\04" # </i>
font.italic = false
end
if c == "\05" # <color=xxx>
str.sub!(/\[(#?[0-9a-z_]+)\]/, "")
if $1[0] == 35
col = Color.decode($1)
elsif $1.to_i != 0
col = Window_Base.text_color($1.to_i)
else
col = Color.get($1)
end
font.color = col
end
if c == "\06" # </color>
font.color = color
end
if c == "\16" # <shadow>
shadow = true
end
if c == "\17" # </shadow>
shadow = false
end
if c == "\20" # <small>
font.size -= 5 if font.size > 10
end
if c == "\21" # </small> </big> </size>
font.size = size
end
if c == "\23" # <big>
font.size += 5 if font.size < 92
end
if c == "\24" # <size=xx>
str.sub!(/\[([0-9]+)\]/, "")
newsize = $1.to_i
font.size = newsize if newsize > 5 and newsize < 97
end
if c == "\25" # <font=xxx>
str.sub!(/\[([A-Za-z0-9\s]+)\]/, "")
font.name = $1 if Font.exist?($1)
end
if c == "\26" # </font>
font.name = name
end
if c == "\27" # <u>
underlined = true
end
if c == "\30" # </u>
underlined = false
end
if c == "\11" #<icon=xxx>
str.sub!(/\[([_A-Za-z0-9-]+)\]/, "")
icon = RPG::Cache.icon($1)
blt(ix + 8, iy + LINE_HEIGHT/2 - 12, icon, Rect.new(0, 0, 24, 24))
ix += 24
end
if c == "\31" # <image=xxx>
str.sub!(/\[([_A-Za-z0-9-]+)\]/, "")
image = RPG::Cache.picture($1)
iy += LINE_HEIGHT
blt((width-image.rect.width)/2, iy, image, image.rect)
iy += image.rect.height
ix = 0
end
if c == "\22" # <down=xxx>
str.sub!(/\[([0-9]+)\]/, "")
iy += $1.to_i
ix = 0
end
if c == "\100" # <space=xxx>
str.sub!(/\[([0-9]+)\]/, "")
ix += $1.to_i
c = ""
end
if c == "\07" # <line>
iy += LINE_HEIGHT + 3
fill_rect(16, iy, width-32, 2, font.color)
fill_rect(16, iy, width-32, 2, Color.new(192, 192, 192, 156)) if shadow
iy += 5
ix = 0
end
if c == "\n"
iy += LINE_HEIGHT
ix = 0
end
#:::::::::
if shadow
draw_shadow_text(x+ix+4, y+iy, 40, font.size, c)
else
draw_text(x+ix+4, y+iy, 40, font.size, c)
end
w = text_size(c).width
if underlined
fill_rect(x+ix+4, y+iy+text_size("T").height+3, w, 2, font.color)
end
ix += w
end
#::::::::::
#reset font variables
font.color = color
font.bold = bold
font.italic = italic
font.size = size
font.name = name
#return height of the bitmap
return iy + LINE_HEIGHT
end
end
#==============
class Color
def Color.get(s)
eval "Color.#{s}" rescue Color.white
end
#------------
def Color.decode(hex)
return Color.decode(hex[1..hex.length]) if hex[0] == 35
hex.downcase!
red = hex[0..1].hex
green = hex[2..3].hex
blue = hex[4..5].hex
alpha = hex.length == 8 ? hex[6..7].hex : 255
return Color.new(red, green, blue, alpha)
end
#------------
def Color.normal_color
return Color.new(255, 255, 255, 255)
end
#-----------
def Color.disabled_color
return Color.new(255, 255, 255, 128)
end
#-----------
def Color.system_color
return Color.new(192, 224, 255, 255)
end
#-----------
def Color.crisis_color
return Color.new(255, 255, 64, 255)
end
#-----------
def Color.knockout_color
return Color.new(255, 64, 0)
end
#------------
def Color.white(alpha=255)
return Color.new(255, 255, 255, alpha)
end
#-----------
def Color.black(alpha=255)
return Color.new(0, 0, 0, alpha)
end
#----------
def Color.red(alpha=255)
return Color.new(255, 0, 0, alpha)
end
#----------
def Color.green(alpha=255)
return Color.new(0, 255, 0, alpha)
end
#---------
def Color.blue(alpha=255)
return Color.new(0, 0, 255, alpha)
end
#----------
def Color.yellow(alpha=255)
return Color.new(255, 255, 0, alpha)
end
#----------
def Color.cyan(alpha=255)
return Color.new(0, 255, 255, alpha)
end
#----------
def Color.magenta(alpha=255)
return Color.new(255, 255, 0, alpha)
end
#----------
def Color.light_gray(alpha=255)
return Color.new(192, 192, 192, alpha)
end
#-----------
def Color.gray(alpha=255)
return Color.new(128, 128, 128, alpha)
end
#-----------
def Color.dark_gray(alpha=255)
return Color.new(64, 64, 64, alpha)
end
#-----------
def Color.pink(alpha=255)
return Color.new(255, 175, 175, alpha)
end
#-----------
def Color.orange(alpha=255)
return Color.new(255, 200, 0, alpha)
end
end
#=====================
class Window_Base < Window
# redefine text colors for static context
def self.text_color(n)
case n
when 0
return Color.new(255, 255, 255, 255)
when 1
return Color.new(128, 128, 255, 255)
when 2
return Color.new(255, 128, 128, 255)
when 3
return Color.new(128, 255, 128, 255)
when 4
return Color.new(128, 255, 255, 255)
when 5
return Color.new(255, 128, 255, 255)
when 6
return Color.new(255, 255, 128, 255)
when 7
return Color.new(192, 192, 192, 255)
else
return Color.white
end
end
end

-KD-
06.11.2007, 21:09
Wenn du willst, dass dir jemand hilft, dann schreib den Code in einen Code-Tag UND schiebe die Zeilen entsprechend ein! Nochmal guck ich mir so 'nen Kauderwelsch nicht an.

Zum Problem: Ich nehme mal an das du diese zwei Zeilen

blt((width-image.rect.width)/2, iy, image, image.rect)

blt(ix + 8, iy + LINE_HEIGHT/2 - 12, icon, Rect.new(0, 0, 24, 24))
entsprechend editieren musst: (im Grunde nur das +y nach dem iy einfügen)

blt((width-image.rect.width)/2, iy+y, image, image.rect)

blt(ix + 8, iy + LINE_HEIGHT/2 - 12+y, icon, Rect.new(0, 0, 24, 24))

Benshy
06.11.2007, 21:26
PERFEKTO.

Jep, genau das war die Lösung.
Danke das du dir den Kauderwelsch angesehn hast -KD- ;)
Crediteintrag von meiner Seite ist für dich jedenfalls im Game drin ;)