Dragenai
25.10.2008, 15:28
Wie benutzt man das AMS ? Adventes Message Script oder so.
Hier der Script
#===================================================
# AMS - Advanced Message Script - R4 [Update #2]
#===================================================
# For more infos and update, visit:
# www.dubealex.com (Creation Asylum)
#
# Edited, Fixed and Enhanced by: Dubealex
# Original Script Core by: XRXS Scripter (Jap Dudes)
# HTML Hexadecimal color feature from: Phylomorphis
#
# Special Thanks:
# Rabu: For enabling the Show Face feature in an encrypted project
#
# To found all my new features, search the following: #NEW
# To configure the button to skip the dialog, search: #SKIP_TEXT_CODE
#
# May 18, 2005
#===================================================
LETTER_BY_LETTER_MODE = true #Set the letter by letter mode ON/OFF
#===================================================
# ¼ CLASS AMS Begins
#===================================================
class AMS
attr_accessor :name_box_x_offset
attr_accessor :name_box_y_offset
attr_accessor :font_type
attr_accessor :name_font_type
attr_accessor :font_size
attr_accessor :name_font_size
attr_accessor :message_box_opacity
attr_accessor :name_box_skin
attr_accessor :name_box_text_color
attr_accessor :message_box_text_color
attr_accessor :message_box_skin
attr_accessor :name_box_width
attr_accessor :name_box_height
attr_accessor :message_width
attr_accessor :message_height
attr_accessor :message_x
attr_accessor :message_y_bottom
attr_accessor :message_y_middle
attr_accessor :message_y_top
attr_accessor :hehe:vent_message_x_ofset
attr_accessor :hehe:vent_message_y_ofset
def initialize
@name_box_x_offset = 10 #Choose the X axis offset of the name bos. default= 0
@name_box_y_offset = -10 #Choose the Y axis offset of the name bos. default= -10
@name_box_width = 8 #Choose the width of the Name Box. default= 8
@name_box_height = 26 #Choose the height of the Name Box. default= 26
@font_type = "Trebuchet MS" #Choose the Font Name (Case Sensitive) for message box
@name_font_type = "Trebuchet MS" #Choose the Font Name (Case Sensitive) for Name Box
@font_size = 22 #Choose the default Font Size for message box text
@name_font_size = 20 #Choose the deafault Font Size for Name Box text
@name_box_text_color=0 #Choose the Text Color of the Name Box
@message_box_text_color=0 #Choose the Text Color of the Message Box
@message_box_opacity = 160 #Choose the opacity of the message window. Default=160
@message_box_skin = "untitled1" #Choose the WindowSkin for the Message Box
@name_box_skin = "001-Blue01" #Choose the WindowSkin for the Name Box
@message_width = 480 #Choose the width size of the message box. Default=480
@message_height = 160 #Choose the height size of the message box. Default=160
@message_x = 80 #Choose the X position of the message box. Default=80
@message_y_bottom = 304 #Choose the Y bottom position of the message box. Default=304
@message_y_middle = 160 #Choose the Y middle position of the message box. Default=160
@message_y_top = 16 #Choose the Y top position of the message box. Default=16
@event_message_x_ofset = 32 #Choose the X position offset of the event message. Default=0
@event_message_y_ofset = 77 #Choose the Y position offset of the event message. Default=48
end
end
#===================================================
# ² CLASS AMS Ends
#===================================================
#===================================================
# ¼ Class Window_Message Begins
#===================================================
class Window_Message < Window_Selectable
alias xrxs9_initialize initialize
def initialize
@alex_skip = false
xrxs9_initialize
if $soundname_on_speak == nil then
$soundname_on_speak = ""
end
$gaiji_file = "./Graphics/Gaiji/sample.png"
if FileTest.exist?($gaiji_file)
@gaiji_cache = Bitmap.new($gaiji_file)
else
@gaigi_cache = nil
end
@opacity_text_buf = Bitmap.new(32, 32)
end
#--------------------------------------------------------------------------
alias xrxs9_terminate_message terminate_message
def terminate_message
if @name_window_frame != nil
@name_window_frame.dispose
@name_window_frame = nil
end
if @name_window_text != nil
@name_window_text.dispose
@name_window_text = nil
end
xrxs9_terminate_message
end
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = text_color($ams.message_box_text_color)
self.contents.font.name = $ams.font_type
self.contents.font.size = $ams.font_size
self.windowskin = RPG::Cache.windowskin($ams.message_box_skin)
@x = @y = @max_x = @max_y = @indent = @lines = 0
@face_indent = 0
@opacity = 255
@cursor_width = 0
@write_speed = 0
@write_wait = 0
@mid_stop = false
@face_file = nil
@popchar = -2
if $game_temp.choice_start == 0
@x = 8
end
if $game_temp.message_text != nil
@now_text = $game_temp.message_text
if (/\A\\[Ff]\[(.+?)\]/.match(@now_text))!=nil then
@face_file = $1 + ".png"
@x = @face_indent = 128
if FileTest.exist?("Graphics/Pictures/" + $1 + ".png")
self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
end
@now_text.gsub!(/\\[Ff]\[(.*?)\]/) { "" }
end
begin
last_text = @now_text.clone
@now_text.gsub!(/\\[Vv]\[([IiWwAaSs]?)([0-9]+)\]/) { convart_value($1, $2.to_i) }
end until @now_text == last_text
@now_text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
$game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
end
#NEW
#Dubealex's Stop Skip Text ON-OFF
@now_text.gsub!(/\\[%]/) { "\100" }
#End new command
#NEW
#Dubealex's Show Monster Name Feature
@now_text.gsub!(/\\[Mm]\[([0-9]+)\]/) do
$data_enemies[$1.to_i] != nil ? $data_enemies[$1.to_i].name : ""
end
#End new command
#NEW
#Dubealex's Show Item Price Feature
@now_text.gsub!(/\\[Pp]rice\[([0-9]+)\]/) do
$data_items[$1.to_i] != nil ? $data_items[$1.to_i].price : ""
end
#End new command
#NEW
#Dubealex's Show Hero Class Name Feature
@now_text.gsub!(/\\[Cc]lass\[([0-9]+)\]/) do
$data_classes[$data_actors[$1.to_i].class_id] != nil ? $data_classes[$data_actors[$1.to_i].class_id].name : ""
end
#End new command
#NEW
#Dubealex's Show Current Map Name Feature
@now_text.gsub!(/\\[Mm]ap/) do
$game_map.name != nil ? $game_map.name : ""
end
#End new command
#NEW
#Dubealex's Choose Name Box Text Color
@now_text.gsub!(/\\[Zz]\[([0-9]+)\]/) do
$ams.name_box_text_color=$1.to_i
@now_text.sub!(/\\[Zz]\[([0-9]+)\]/) { "" }
end
#End new command
name_window_set = false
if (/\\[Nn]ame\[(.+?)\]/.match(@now_text)) != nil
name_window_set = true
name_text = $1
@now_text.sub!(/\\[Nn]ame\[(.*?)\]/) { "" }
end
if (/\\[Pp]\[([-1,0-9]+)\]/.match(@now_text))!=nil then
@popchar = $1.to_i
if @popchar == -1
@x = @indent = 48
@y = 4
end
@now_text.gsub!(/\\[Pp]\[([-1,0-9]+)\]/) { "" }
end
@max_choice_x = 0
if @popchar >= 0
@text_save = @now_text.clone
@max_x = 0
@max_y = 4
for i in 0..3
line = @now_text.split(/\n/)[3-i]
@max_y -= 1 if line == nil and @max_y <= 4-i
next if line == nil
line.gsub!(/\\\w\[(\w+)\]/) { "" }
cx = contents.text_size(line).width
@max_x = cx if cx > @max_x
if i >= $game_temp.choice_start
@max_choice_x = cx if cx > @max_choice_x
end
end
self.width = @max_x + 32 + @face_indent
self.height = (@max_y - 1) * 32 + 64
@max_choice_x -= 68
@max_choice_x -= @face_indent*216/128
else
@max_x = self.width - 32 - @face_indent
for i in 0..3
line = @now_text.split(/\n/)[i]
next if line == nil
line.gsub!(/\\\w\[(\w+)\]/) { "" }
cx = contents.text_size(line).width
if i >= $game_temp.choice_start
@max_choice_x = cx if cx > @max_choice_x
end
end
@max_choice_x += 8
end
@cursor_width = 0
@now_text.gsub!(/\\\\/) { "\000" }
@now_text.gsub!(/\\[Cc]\[([0123456789ABCDEF#]+)\]/) { "\001[#{$1}]" }
@now_text.gsub!(/\\[Gg]/) { "\002" }
@now_text.gsub!(/\\[Ss]\[([0-9]+)\]/) { "\003[#{$1}]" }
@now_text.gsub!(/\\[Aa]\[(.*?)\]/) { "\004[#{$1}]" }
#NEW
#Dubealex's Permanent Color Change
@now_text.gsub!(/\\[Cc]olor\[([0-9]+)\]/) do
$ams.message_box_text_color= $1.to_i
@now_text.sub!(/\\[Cc]\[([0-9]+)\]/) { "" }
end
#End of new command
#NEW
#Dubealex's Font Change Feature
@now_text.gsub(/\\[Tt]\[(.*?)\]/) do
buftxt = $1.to_s
$ams.font_type = buftxt
@now_text.sub!(/\\[Tt]\[(.*?)\]/) { "" }
end
#End of new command
@now_text.gsub!(/\\[.]/) { "\005" }
@now_text.gsub!(/\\[|]/) { "\006" }
@now_text.gsub!(/\\[>]/) { "\016" }
@now_text.gsub!(/\\[<]/) { "\017" }
@now_text.gsub!(/\\[!]/) { "\020" }
@now_text.gsub!(/\\[~]/) { "\021" }
@now_text.gsub!(/\\[Ee]\[([0-9]+)\]/) { "\022[#{$1}]" }
@now_text.gsub!(/\\[Ii]/) { "\023" }
@now_text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "\024[#{$1}]" }
@now_text.gsub!(/\\[Hh]\[([0-9]+)\]/) { "\025[#{$1}]" }
@now_text.gsub!(/\\[Bb]\[([0-9]+)\]/) { "\026[#{$1}]" }
@now_text.gsub!(/\\[Rr]\[(.*?)\]/) { "\027[#{$1}]" }
reset_window
if name_window_set
color=$ams.name_box_text_color
off_x = $ams.name_box_x_offset
off_y = $ams.name_box_y_offset
space = 3
x = self.x + off_x - space / 3
y = self.y + off_y - space / 3
w = self.contents.text_size(name_text).width + $ams.name_box_width + space
h = $ams.name_box_height + space
@name_window_frame = Window_Frame.new(x, y, w, h)
@name_window_frame.z = self.z + 1
x = self.x + off_x + 4
y = self.y + off_y
@name_window_text = Air_Text.new(x, y, name_text, color)
@name_window_text.z = self.z + 2
end
end
reset_window
if $game_temp.choice_max > 0
@item_max = $game_temp.choice_max
self.active = true
self.index = 0
end
if $game_temp.num_input_variable_id > 0
digits_max = $game_temp.num_input_digits_max
number = $game_variables[$game_temp.num_input_variable_id]
@input_number_window = Window_InputNumber.new(digits_max)
@input_number_window.number = number
@input_number_window.x = self.x + 8
@input_number_window.y = self.y + $game_temp.num_input_start * 32
end
end
#--------------------------------------------------------------------------
def update
super
if @fade_in
self.contents_opacity += 24
if @input_number_window != nil
@input_number_window.contents_opacity += 24
end
if self.contents_opacity == 255
@fade_in = false
end
return
end
@now_text = nil if @now_text == ""
if @now_text != nil and @mid_stop == false
if @write_wait > 0
@write_wait -= 1
return
end
text_not_skip = LETTER_BY_LETTER_MODE
while true
@max_x = @x if @max_x < @x
@max_y = @y if @max_y < @y
if (c = @now_text.slice!(/./m)) != nil
if c == "\000"
c = "\\"
end
if c == "\001"
@now_text.sub!(/\[([0123456789ABCDEF#]+)\]/, "")
temp_color = $1
color = temp_color.to_i
leading_x = temp_color.to_s.slice!(/./m)
if leading_x == "#"
self.contents.font.color = hex_color(temp_color)
next
end
if color >= 0 and color <= 7
self.contents.font.color = text_color(color)
end
next
end
if c == "\002"
if @gold_window == nil and @popchar <= 0
@gold_window = Window_Gold.new
@gold_window.x = 560 - @gold_window.width
if $game_temp.in_battle
@gold_window.y = 192
else
@gold_window.y = self.y >= 128 ? 32 : 384
end
@gold_window.opacity = self.opacity
@gold_window.back_opacity = self.back_opacity
end
c = ""
end
if c == "\003"
@now_text.sub!(/\[([0-9]+)\]/, "")
speed = $1.to_i
if speed >= 0 and speed <= 19
@write_speed = speed
end
c = ""
end
if c == "\004"
@now_text.sub!(/\[(.*?)\]/, "")
buftxt = $1.dup.to_s
if buftxt.match(/\//) == nil and buftxt != "" then
$soundname_on_speak = "Audio/SE/" + buftxt
else
$soundname_on_speak = buftxt.dup
end
c = ""
elsif c == "\004"
c = ""
end
if c == "\005"
@write_wait += 5
c = ""
end
if c == "\006"
@write_wait += 20
c = ""
end
if c == "\016"
text_not_skip = false
c = ""
end
if c == "\017"
text_not_skip = true
c = ""
end
if c == "\020"
@mid_stop = true
c = ""
end
if c == "\021"
terminate_message
return
end
if c == "\023"
@indent = @x
c = ""
end
if c == "\024"
@now_text.sub!(/\[([0-9]+)\]/, "")
@opacity = $1.to_i
color = self.contents.font.color
self.contents.font.name = $ams.font_type
self.contents.font.size = $ams.font_size
self.contents.font.color = Color.new(color.red, color.green, color.blue, color.alpha * @opacity / 255)
c = ""
end
if c == "\025"
@now_text.sub!(/\[([0-9]+)\]/, "")
self.contents.font.size = [[$1.to_i, 6].max, 32].min
c = ""
end
if c == "\026"
@now_text.sub!(/\[([0-9]+)\]/, "")
@x += $1.to_i
c = ""
end
if c == "\027"
@now_text.sub!(/\[(.*?)\]/, "")
@x += ruby_draw_text(self.contents, @x, @y * line_height + (line_height - self.contents.font.size), $1, @opacity)
if $soundname_on_speak != ""
Audio.se_play($soundname_on_speak)
end
c = ""
end
if c == "\030"
@now_text.sub!(/\[(.*?)\]/, "")
self.contents.blt(@x , @y * line_height + 8, RPG::Cache.icon($1), Rect.new(0, 0, 24, 24))
if $soundname_on_speak != ""
Audio.se_play($soundname_on_speak)
end
@x += 24
c = ""
end
if c == "\n"
@lines += 1
@y += 1
@x = 0 + @indent + @face_indent
if @lines >= $game_temp.choice_start
@x = 8 + @indent + @face_indent
@cursor_width = @max_choice_x
end
c = ""
end
if c == "\022"
@now_text.sub!(/\[([0-9]+)\]/, "")
@x += gaiji_draw(4 + @x, @y * line_height + (line_height - self.contents.font.size), $1.to_i)
c = ""
end
#NEW
#Dubealex's Text Skip On/OFF Command
if c == "\100"
if @alex_skip==false
@alex_skip=true
else
@alex_skip=false
end
c = ""
end
#end of new command
if c != ""
self.contents.draw_text(0+@x, 25 * @y, 40, 32, c)
@x += self.contents.text_size(c).width
if $soundname_on_speak != "" then
Audio.se_play($soundname_on_speak)
end
end
#SKIP_TEXT_CODE
# B = Escape, 0 (On The NumPad), X
# C = Enter, Space Bar and C
# A = Shift, Z
if Input.press?(Input::C) # <-- Change the value on that line
if @alex_skip==false
text_not_skip = false
end
end
else
text_not_skip = true
break
end
if text_not_skip
break
end
end
@write_wait += @write_speed
return
end
if @input_number_window != nil
@input_number_window.update
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
$game_variables[$game_temp.num_input_variable_id] =
@input_number_window.number
$game_map.need_refresh = true
@input_number_window.dispose
@input_number_window = nil
terminate_message
end
return
end
if @contents_showing
if $game_temp.choice_max == 0
self.pause = true
end
if Input.trigger?(Input::B)
if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0
$game_system.se_play($data_system.cancel_se)
$game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)
terminate_message
end
end
if Input.trigger?(Input::C)
if $game_temp.choice_max > 0
$game_system.se_play($data_system.decision_se)
$game_temp.choice_proc.call(self.index)
end
if @mid_stop
@mid_stop = false
return
else
terminate_message
end
end
return
end
if @fade_out == false and $game_temp.message_text != nil
@contents_showing = true
$game_temp.message_window_showing = true
refresh
Graphics.frame_reset
self.visible = true
self.contents_opacity = 0
if @input_number_window != nil
@input_number_window.contents_opacity = 0
end
@fade_in = true
return
end
if self.visible
@fade_out = true
self.opacity -= 48
if self.opacity == 0
self.visible = false
@fade_out = false
$game_temp.message_window_showing = false
end
return
end
end
#--------------------------------------------------------------------------
def get_character(parameter)
case parameter
when 0
return $game_player
else
events = $game_map.events
return events == nil ? nil : events[parameter]
end
end
#--------------------------------------------------------------------------
def reset_window
#MESSAGE_SIZE
#MESSAGE_POSITION
if @popchar >= 0
events = $game_map.events
if events != nil
character = get_character(@popchar)
x = [[character.screen_x - $ams.event_message_x_ofset - self.width / 2, 4].max, 636 - self.width].min
y = [[character.screen_y - $ams.event_message_y_ofset - self.height, 4].max, 476 - self.height].min
self.x = x
self.y = y
end
elsif @popchar == -1
self.x = -4
self.y = -4
self.width = 648
self.height = 488
else
if $game_temp.in_battle
self.y = 16
else
case $game_system.message_position
when 0
self.y = $ams.message_y_top
when 1
self.y = $ams.message_y_middle
when 2
self.y = $ams.message_y_bottom
end
self.x = $ams.message_x
if @face_file == nil
self.width = $ams.message_width
self.x = $ams.message_x
else
if self.width <= 600
self.width = 600
self.x -=60
end
end
self.height = $ams.message_height
end
end
self.contents = Bitmap.new(self.width - 32, self.height - 32)
self.contents.font.color = text_color($ams.message_box_text_color)
self.contents.font.name = $ams.font_type
self.contents.font.size = $ams.font_size
if @face_file != nil
self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
end
if @popchar == -1
self.opacity = 255
self.back_opacity = 0
elsif $game_system.message_frame == 0
self.opacity = 255
self.back_opacity = $ams.message_box_opacity
else
self.opacity = 0
self.back_opacity = $ams.message_box_opacity
end
end
#--------------------------------------------------------------------------
def gaiji_draw(x, y, num)
if @gaiji_cache == nil
return 0
else
if @gaiji_cache.width < num * 24
return 0
end
if self.contents.font.size >= 20 and self.contents.font.size <= 24
size = 24
else
size = self.contents.font.size * 100 * 24 / 2200
end
self.contents.stretch_blt(Rect.new(x, y, size, size), @gaiji_cache, Rect.new(num * 24, 0, 24, 24))
if $soundname_on_speak != "" then
Audio.se_play($soundname_on_speak)
end
return size
end
end
#--------------------------------------------------------------------------
def line_height
return 32
if self.contents.font.size >= 20 and self.contents.font.size <= 24
return 32
else
return self.contents.font.size * 15 / 10
end
end
#--------------------------------------------------------------------------
def ruby_draw_text(target, x, y, str,opacity)
sizeback = target.font.size
target.font.size * 3 / 2 > 32 ? rubysize = 32 - target.font.size : rubysize = target.font.size / 2
rubysize = [rubysize, 6].max
opacity = [[opacity, 0].max, 255].min
split_s = str.split(/,/)
split_s[0] == nil ? split_s[0] = "" : nil
split_s[1] == nil ? split_s[1] = "" : nil
height = sizeback + rubysize
width = target.text_size(split_s[0]).width
target.font.size = rubysize
ruby_width = target.text_size(split_s[1]).width
target.font.size = sizeback
buf_width = [target.text_size(split_s[0]).width, ruby_width].max
width - ruby_width != 0 ? sub_x = (width - ruby_width) / 2 : sub_x = 0
if opacity == 255
target.font.size = rubysize
target.draw_text(x + sub_x, y - target.font.size, target.text_size(split_s[1]).width, target.font.size, split_s[1])
target.font.size = sizeback
target.draw_text(x, y, width, target.font.size, split_s[0])
return width
else
if @opacity_text_buf.width < buf_width or @opacity_text_buf.height < height
@opacity_text_buf.dispose
@opacity_text_buf = Bitmap.new(buf_width, height)
else
@opacity_text_buf.clear
end
@opacity_text_buf.font.size = rubysize
@opacity_text_buf.draw_text(0 , 0, buf_width, rubysize, split_s[1], 1)
@opacity_text_buf.font.size = sizeback
@opacity_text_buf.draw_text(0 , rubysize, buf_width, sizeback, split_s[0], 1)
if sub_x >= 0
target.blt(x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
else
target.blt(x + sub_x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
end
return width
end
end
#--------------------------------------------------------------------------
def convart_value(option, index)
option == nil ? option = "" : nil
option.downcase!
case option
when "i"
unless $data_items[index].name == nil
r = sprintf("\030[%s]%s", $data_items[index].icon_name, $data_items[index].name)
end
when "w"
unless $data_weapons[index].name == nil
r = sprintf("\030[%s]%s", $data_weapons[index].icon_name, $data_weapons[index].name)
end
when "a"
unless $data_armors[index].name == nil
r = sprintf("\030[%s]%s", $data_armors[index].icon_name, $data_armors[index].name)
end
when "s"
unless $data_skills[index].name == nil
r = sprintf("\030[%s]%s", $data_skills[index].icon_name, $data_skills[index].name)
end
else
r = $game_variables[index]
end
r == nil ? r = "" : nil
return r
end
#--------------------------------------------------------------------------
def dispose
terminate_message
if @gaiji_cache != nil
unless @gaiji_cache.disposed?
@gaiji_cache.dispose
end
end
unless @opacity_text_buf.disposed?
@opacity_text_buf.dispose
end
$game_temp.message_window_showing = false
if @input_number_window != nil
@input_number_window.dispose
end
super
end
#--------------------------------------------------------------------------
def update_cursor_rect
if @index >= 0
n = $game_temp.choice_start + @index
self.cursor_rect.set(4 + @indent + @face_indent, n * 25, @cursor_width, 32)
else
self.cursor_rect.empty
end
end
end
#=========================================
# ² CLASS Window_Message Ends
#=========================================
#=========================================
# ¼ Class Window_Frame Begins
#=========================================
class Window_Frame < Window_Base
def initialize(x, y, width, height)
super(x, y, width, height)
self.windowskin = RPG::Cache.windowskin($ams.name_box_skin)
self.contents = nil
end
#--------------------------------------------------------------------------
def dispose
super
end
end
#=========================================
# ² CLASS Window_Frame Ends
#=========================================
#=========================================
# ¼ CLASS Game_Map Additional Code Begins
#=========================================
class Game_Map
#Dubealex's Addition (from XRXS) to show Map Name on screen
def name
$map_infos[@map_id]
end
end
#=========================================
# ² CLASS Game_Map Additional Code Ends
#=========================================
#=========================================
# ¼ CLASS Scene_Title Additional Code Begins
#=========================================
class Scene_Title
#Dubealex's Addition (from XRXS) to show Map Name on screen
$map_infos = load_data("Data/MapInfos.rxdata")
for key in $map_infos.keys
$map_infos[key] = $map_infos[key].name
end
#Dubealex's addition to save data from the AMS in the save files
$ams = AMS.new
end
#=========================================
# ² CLASS Scene_Title Additional Code Ends
#=========================================
#=========================================
# ¼ CLASS Window_Base Additional Code Begins
#=========================================
class Window_Base < Window
#Dubealex Addition (from Phylomorphis) to use HTML Hex Code Colors
def hex_color(string)
red = 0
green = 0
blue = 0
if string.size != 6
print("Hex strings must be six characters long.")
print("White text will be used.")
return Color.new(255, 255, 255, 255)
end
for i in 1..6
s = string.slice!(/./m)
if s == "#"
print("Hex color string may not contain the \"#\" character.")
print("White text will be used.")
return Color.new(255, 255, 255, 255)
end
value = hex_convert(s)
if value == -1
print("Error converting hex value.")
print("White text will be used.")
return Color.new(255, 255, 255, 255)
end
case i
when 1
red += value * 16
when 2
red += value
when 3
green += value * 16
when 4
green += value
when 5
blue += value * 16
when 6
blue += value
end
end
return Color.new(red, green, blue, 255)
end
#--------------------------------------------------------------------------
def hex_convert(character)
case character
when "0"
return 0
when "1"
return 1
when "2"
return 2
when "3"
return 3
when "4"
return 4
when "5"
return 5
when "6"
return 6
when "7"
return 7
when "8"
return 8
when "9"
return 9
when "A"
return 10
when "B"
return 11
when "C"
return 12
when "D"
return 13
when "E"
return 14
when "F"
return 15
end
return -1
end
end
#=========================================
# ² CLASS Window_Base Additional Code Ends
#=========================================
#=========================================
# ¼ Class Air_Text Begins
#=========================================
class Air_Text < Window_Base
def initialize(x, y, designate_text, color=0)
super(x-16, y-16, 32 + designate_text.size * 12, 56)
self.opacity = 0
self.back_opacity = 0
self.contents = Bitmap.new(self.width - 32, self.height - 32)
w = self.contents.width
h = self.contents.height
self.contents.font.name = $ams.name_font_type
self.contents.font.size = $ams.name_font_size
self.contents.font.color = text_color(color)
self.contents.draw_text(0, 0, w, h, designate_text)
end
#--------------------------------------------------------------------------
def dispose
self.contents.clear
super
end
end
#==========================================
# ² CLASS Air_Text Ends
#==========================================
#===================================================
# ¼ CLASS Scene_Save Additional Code Begins
#===================================================
class Scene_Save < Scene_File
alias ams_original_write_save_data write_save_data
def write_save_data(file)
ams_original_write_save_data(file)
Marshal.dump($ams, file)
end
end
#===================================================
# ² CLASS Scene_Save Additional Code Ends
#===================================================
#===================================================
# ¼ CLASS Scene_Load Additional Code Begins
#===================================================
class Scene_Load < Scene_File
alias ams_original_read_save_data read_save_data
def read_save_data(file)
ams_original_read_save_data(file)
$ams = Marshal.load(file)
end
end
#===================================================
# ² CLASS Scene_Load Additional Code Ends
#===================================================
Wie benutzt man das Class changing System
Hier der Script
#==============================================================================
# Party & Class Changing System
#--------------------------------------------------------------------------
# Created By SephirothSpawn (11.27.05)
# Last Updated: 11.28.05
#==============================================================================
#==============================================================================
# Class Scene Title
#==============================================================================
class Scene_Title
#--------------------------------------------------------------------------
# * Alias' New Game Method
#--------------------------------------------------------------------------
alias new_game command_new_game
#--------------------------------------------------------------------------
# * Adds Base Stats For Enemies
#--------------------------------------------------------------------------
def command_new_game
# Sets Class Requirements
for i in 1...$data_classes.size
$data_classes[i].set_reqirements
end
# Sets Characters Sex
for i in 1...$data_actors.size
$data_actors[i].set_sex
end
new_game
end
end
#==============================================================================
# ** Module RPG
#==============================================================================
module RPG
#===========================================================================
# ** Class Actor
#===========================================================================
class Actor
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :sex
#--------------------------------------------------------------------------
# * Set Sex
#--------------------------------------------------------------------------
def set_sex
if @name.include?('(')
@sex = @name.slice!(@name.index('(')..@name.index(')')) == '(M)' ? 1 : 2
else
@sex = 1
end
end
end
#===========================================================================
# ** Class Class
#===========================================================================
class Class
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :level_requirements
attr_accessor :sex_requirements
#--------------------------------------------------------------------------
# * Set Requirements
#--------------------------------------------------------------------------
def set_reqirements
# Sets Level Requirements
@level_requirements = @name.include?('{') ?
eval (@name.slice!(@name.index('{')..@name.index('}'))) : {}
# Sets Sex Requirements
if @name.include?('(')
sex = @name.slice!(@name.index('(')..@name.index(')'))
@sex_requirements = sex == '(M)' ? 1 : 2
else
@sex_requirements = 0
end
end
end
end
#==============================================================================
# ** Class Window_Base
#==============================================================================
class Window_Base
#--------------------------------------------------------------------------
# * Draw Item Name
# item : item
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : draw text width
# align : text align
#--------------------------------------------------------------------------
def draw_item_name(item, x, y, width = 212, align = 0, type = 0)
if item == nil
case type
when 0 # Weapon
bitmap = RPG::Cache.icon("001-Weapon01")
when 1 # Shield
bitmap = RPG::Cache.icon("009-Shield01")
when 2 # Helmet
bitmap = RPG::Cache.icon("010-Head01")
when 3 # Armor
bitmap = RPG::Cache.icon("014-Body02")
when 4 # Accessory
bitmap = RPG::Cache.icon("016-Accessory01")
end
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), disabled_color.alpha)
self.contents.font.color = disabled_color
self.contents.draw_text(x + 28, y, width - 28, 32, "Nothing Equipped", align)
return
end
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.font.color = normal_color
self.contents.draw_text(x + 28, y, width - 28, 32, item.name, align)
end
#--------------------------------------------------------------------------
# * Draw Sprite
#--------------------------------------------------------------------------
def draw_sprite(x, y, name, hue, pose, frame, actor_contents = true)
bitmap = RPG::Cache.character(name, hue)
cw = bitmap.width / 4
ch = bitmap.height / 4
# Facing Direction
case pose
when 0 ;a = 0 # Down
when 1 ;a = ch # Left
when 2 ;a = ch * 3 # Up
when 3 ;a = ch * 2 # Right
end
# Current Animation Slide
case frame
when 0 ;b = 0
when 1 ;b = cw
when 2 ;b = cw * 2
when 3 ;b = cw * 3
end
# Bitmap Rectange
src_rect = Rect.new(b, a, cw, ch)
# Draws Bitmap
if actor_contents
@sprite_contents.bitmap.blt(x - cw / 2, y - ch, bitmap, src_rect)
else
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
end
#--------------------------------------------------------------------------
# Draw Bar
# Credit Near Fantastica for Orginal Script
#--------------------------------------------------------------------------
def draw_bar(x, y, min, max, width = 152, height = 20)
self.contents.fill_rect(x, y, width, height, Color.new(255, 255, 255, 100))
bar_color = Color.new(0, 0, 200, 255)
for i in 0..(width * min / max)
r = bar_color.red * (width - i) / width + 0 * i / width
g = bar_color.green * (width - i) / width + 0 * i / width
b = bar_color.blue * (width - i) / width + 0 * i / width
a = bar_color.alpha * (width - i) / width + 255 * i / width
self.contents.fill_rect(x + i, y, 1 , height, Color.new(r, g, b, a))
end
end
#--------------------------------------------------------------------------
# * Alias Update
#--------------------------------------------------------------------------
alias sprite_update update
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
sprite_update
unless @sprite_contents == nil
@sprite_contents.x = self.x + self.ox + 16
@sprite_contents.y = self.y + self.oy + 16
end
end
#--------------------------------------------------------------------------
# * Alias Dispose
#--------------------------------------------------------------------------
alias sprite_dispose dispose
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
sprite_dispose
unless @sprite_contents == nil
@sprite_contents.dispose
@sprite_contents.dispose
end
end
end
#==============================================================================
# ** Window_Selectable
#==============================================================================
class Window_Selectable < Window_Base
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :cursor_height
#--------------------------------------------------------------------------
# * Alias Initialization
#--------------------------------------------------------------------------
alias custom_int initialize
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
custom_int(x, y, width, height)
@cursor_height = 32
end
#--------------------------------------------------------------------------
# * Get Top Row
#--------------------------------------------------------------------------
def top_row
# Divide y-coordinate of window contents transfer origin by 1 row
# height of @cursor_height
return self.oy / @cursor_height
end
#--------------------------------------------------------------------------
# * Set Top Row
# row : row shown on top
#--------------------------------------------------------------------------
def top_row=(row)
# If row is less than 0, change it to 0
if row < 0
row = 0
end
# If row exceeds row_max - 1, change it to row_max - 1
if row > row_max - 1
row = row_max - 1
end
# Multiply 1 row height by 32 for y-coordinate of window contents
# transfer origin
self.oy = row * @cursor_height
end
#--------------------------------------------------------------------------
# * Get Number of Rows Displayable on 1 Page
#--------------------------------------------------------------------------
def page_row_max
# Subtract a frame height of 32 from the window height, and divide it by
# 1 row height of @cursor_height
return (self.height - 32) / @cursor_height
end
#--------------------------------------------------------------------------
# * Update Cursor Rectangle
#--------------------------------------------------------------------------
def update_cursor_rect
# If cursor position is less than 0
if @index < 0
self.cursor_rect.empty
return
end
# Get current row
row = @index / @column_max
# If current row is before top row
if row < self.top_row
# Scroll so that current row becomes top row
self.top_row = row
end
# If current row is more to back than back row
if row > self.top_row + (self.page_row_max - 1)
# Scroll so that current row becomes back row
self.top_row = row - (self.page_row_max - 1)
end
# Calculate cursor width
cursor_width = self.width / @column_max - 32
# Calculate cursor coordinates
x = @index % @column_max * (cursor_width + 32)
y = @index / @column_max * @cursor_height - self.oy
if self.active == true
# Update cursor rectangle
self.cursor_rect.set(x, y, cursor_width, @cursor_height)
end
end
end
#==============================================================================
# ** Window_Command
#==============================================================================
class Window_Command < Window_Selectable
#--------------------------------------------------------------------------
# * Unisable Item
# index : item number
#--------------------------------------------------------------------------
def undisable_item(index)
draw_item(index, normal_color)
end
end
#==============================================================================
# ** Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :class_levels
attr_accessor :class_exp
attr_accessor :class_skills
attr_accessor :sex
#--------------------------------------------------------------------------
# * Alias Setup
#--------------------------------------------------------------------------
alias class_setup setup
#--------------------------------------------------------------------------
# * Setup
#--------------------------------------------------------------------------
def setup(actor_id)
class_setup(actor_id)
@class_levels, @class_exp, @class_skills = [nil], [nil], [nil]
for i in 0...$data_classes.size
@class_levels.push(1)
@class_exp.push(0)
@class_skills.push([])
end
@sex = $data_actors[actor_id].sex
end
#--------------------------------------------------------------------------
# * Switch Class
#--------------------------------------------------------------------------
def switch_class(class_id)
# Updates Class Arrays
@class_levels[@class_id ] = @level
@class_exp[@class_id] = @exp
@class_skills[@class_id] = @skills
# Loads New Class ID
@class_id = class_id
# Loads Class Level & Exp Count
@level = @class_levels[class_id]
@exp = @class_exp[class_id]
@skills = @class_skills[class_id]
end
#--------------------------------------------------------------------------
# * Update Levels & Exp
#--------------------------------------------------------------------------
def update_classes
# Updates Class Arrays
@class_levels[@class_id ] = @level
@class_exp[@class_id] = @exp
@class_skills[@class_id] = @skills
end
end
#==============================================================================
# ** Class Game_Party
#==============================================================================
class Game_Party
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :reserve_actors
#--------------------------------------------------------------------------
# * Alias Initialization
#--------------------------------------------------------------------------
alias reserve_initialize initialize
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
reserve_initialize
@reserve_actors = []
end
#--------------------------------------------------------------------------
# * Add an Actor
# actor_id : actor ID
#--------------------------------------------------------------------------
def add_actor(actor_id)
# Get actor
actor = $game_actors[actor_id]
# If the party has less than 4 members and this actor is not in the party
if @actors.size < 4 and not @actors.include?(actor)
# Add actor
@actors.push(actor)
# Refresh player
$game_player.refresh
elsif @actors.size >= 4 and not @actors.include?(actor) and not @reserve_actors.include?(actor)
# Add actor
@reserve_actors.push(actor)
# Refresh player
$game_player.refresh
end
end
#--------------------------------------------------------------------------
# * Move To Reserve
# actor_id : actor ID
#--------------------------------------------------------------------------
def move_to_reserve(actor_id)
# Get actor
actor = $game_actors[actor_id]
if @actors.include?(actor)
@actors.delete(actor)
@reserve_actors.push(actor)
end
# Refresh player
$game_player.refresh
end
#--------------------------------------------------------------------------
# * Move To Party
# actor_id : actor ID
#--------------------------------------------------------------------------
def move_to_party(actor_id)
# Get actor
actor = $game_actors[actor_id]
if @reserve_actors.include?(actor)
@reserve_actors.delete(actor)
@actors.push(actor)
end
# Refresh player
$game_player.refresh
end
end
#==============================================================================
# ** Window_Member_Sprites
#==============================================================================
class Window_Member_Sprites < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x = 0, y = 384, width = 160)
super(x, y, width, 96)
self.z = 500
# Creates Contents
self.contents = Bitmap.new(width - 32, height - 32)
@sprite_contents = Sprite.new
@sprite_contents.bitmap = Bitmap.new(width - 32, height - 32)
@sprite_contents.z = 505
self.contents.font.size = 10
# Animation Varaibles
@pose, @frame = 0, 0
# Updates Window
update
end
#--------------------------------------------------------------------------
# * Refresh
# actors : $game_party.actors or $game_party.reserve_actors
#--------------------------------------------------------------------------
def refresh(actors)
# Clears Contents
contents.clear
@sprite_contents.bitmap.clear
# Stores Actors
@actors = actors.dup
# Adds Blank Actors
max = @actors == $game_party.actors ? 3 : 14
@actors.push(nil) until @actors.size > max
# Draw Sprites
draw_sprites
# Draws Info
draw_info
end
#--------------------------------------------------------------------------
# Draw Sprites
#--------------------------------------------------------------------------
def draw_sprites
@sprite_contents.bitmap.clear
for i in 0...@actors.size
actor = @actors[i]
if actor == nil
draw_sprite(i * 32 + 16, 64, "Empty", 0, @pose, @frame)
else
draw_sprite(i * 32 + 16, 64, actor.character_name, actor.character_hue , @pose, @frame)
end
end
end
#--------------------------------------------------------------------------
# Draw Information
#--------------------------------------------------------------------------
def draw_info
contents.clear
for i in 0...@actors.size
actor = @actors[i]
if actor == nil
contents.font.color = disabled_color
contents.draw_text(i * 32, 0, 32, 12, "Empty", 1)
else
contents.font.color = normal_color
contents.draw_text(i * 32, 0, 32, 12, actor.name, 1)
end
end
end
#--------------------------------------------------------------------------
# Frame Update
#--------------------------------------------------------------------------
def frame_update
@frame == 3 ? @frame = 0 : @frame += 1
draw_sprites
end
#--------------------------------------------------------------------------
# * Update Cursor Rectangle
#--------------------------------------------------------------------------
def update_cursor_rect(index)
self.cursor_rect.set(index * 32, 0, 32, 64)
end
#--------------------------------------------------------------------------
# Update Pose
# direction : 0 - Left 1 - Right
#--------------------------------------------------------------------------
def update_pose(direction)
if direction == 0
@pose == 0 ? @pose = 3 : @pose -= 1
else
@pose == 3 ? @pose = 0 : @pose += 1
end
draw_sprites
end
end
#==============================================================================
# ** Window_Party_Changing
#==============================================================================
class Window_Party_Changing < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 640, 288)
# Sets Cursor Height
self.cursor_height = 64
# Sets Index
self.index = 0
# Animated Sprite Counters
@pose, @frame = 0, 0
# Sets Up Window Contents
self.contents = Bitmap.new(width - 32, height - 32)
# Sprite Contents
@sprite_contents = Sprite.new
@sprite_contents.bitmap = Bitmap.new(width - 32, height - 32)
@sprite_contents.z = 500
# Updates Window
update
end
#--------------------------------------------------------------------------
# * Refresh
# actors : $game_party.actors or $game_party.reserve_actors
#--------------------------------------------------------------------------
def refresh(actors)
# Clears Contents
contents.clear
@sprite_contents.bitmap.clear
# Duplicates Actors
@actors = actors.dup
# Checks Actors List
max = @actors == $game_party.actors ? 3 : 0
@actors.push(nil) until @actors.size > max
# Sets Up Item Max
@item_max = @actors.size
# Draw Sprites
draw_sprites
# Draws Info
draw_info
end
#--------------------------------------------------------------------------
# Draws Sprites
#--------------------------------------------------------------------------
def draw_sprites
@sprite_contents.bitmap.clear
# Draws actors
for i in 0...@actors.size
actor = @actors[i]
y = i * 64 + 8
if actor == nil
draw_sprite(20, y + 48, "Empty", 0, @pose, @frame)
else
draw_sprite(20, y + 48, actor.character_name, actor.character_hue , @pose, @frame)
end
end
end
#--------------------------------------------------------------------------
# Draws Information
#--------------------------------------------------------------------------
def draw_info
contents.clear
# Draws actors
for i in 0...@actors.size
actor = @actors[i]
y = i * 64 + 8
if actor == nil
contents.font.size = 40
contents.font.color = disabled_color
contents.draw_text(60, y - 8, contents.width, 64, "Empty Position")
else
contents.font.size = 22
# Draws Name
contents.font.color = normal_color
contents.draw_text(60, y, 90, 24, actor.name)
# Draws Class
contents.draw_text(60, y + 24, 90, 24, $data_classes[actor.class_id].name)
# Draws Level
contents.font.color = system_color
contents.draw_text(160, y, 100, 24, "Level")
contents.font.color = normal_color
contents.draw_text(160, y, 100, 24, actor.level.to_s, 2)
# Draws State
state = make_battler_state_text(actor, 112, true)
contents.font.color = actor.hp == 0 ? knockout_color : normal_color
contents.draw_text(160, y + 24, 100, 24, state)
# Draws Experience
contents.font.color = system_color
contents.draw_text(274, y, 160, 24, "Exp")
contents.font.color = normal_color
contents.draw_text(274, y, 160, 24, actor.exp.to_s, 2)
# Draws Next Level Bar
draw_bar(270, y + 26, actor.exp, actor.next_exp_s.to_i, 168)
# Draws Next Level
contents.font.color = system_color
contents.draw_text(274, y + 24, 160, 24, "Next Level")
contents.font.color = normal_color
contents.draw_text(274, y + 24, 160, 24, actor.next_rest_exp_s.to_s, 2)
# Draw HP Bar
draw_bar(446, y + 2, actor.hp, actor.maxhp)
# Draw MP Bar
draw_bar(446, y + 26, actor.sp, actor.maxsp)
# Draws HP
contents.font.size = 22
contents.font.color = system_color
contents.draw_text(452, y, 160, 24, $data_system.words.hp)
contents.font.size = 16
contents.font.color = actor.hp == 0 ? knockout_color : normal_color
contents.draw_text(452, y, 140, 24, "#{actor.hp} / #{actor.maxhp}", 2)
# Draws SP
contents.font.size = 22
contents.font.color = system_color
contents.draw_text(452, y + 24, 160, 24, $data_system.words.sp)
contents.font.size = 16
contents.font.color = actor.sp == 0 ? knockout_color : normal_color
contents.draw_text(452, y + 24, 140, 24, "#{actor.sp} / #{actor.maxsp}", 2)
end
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def frame_update
@frame == 3 ? @frame = 0 : @frame += 1
draw_sprites
end
#--------------------------------------------------------------------------
# * Update Pose
# direction : 0 - Left 1 - Right
#--------------------------------------------------------------------------
def update_pose(direction)
if direction == 0
@pose == 0 ? @pose = 3 : @pose -= 1
else
@pose == 3 ? @pose = 0 : @pose += 1
end
draw_sprites
end
end
#==============================================================================
# ** Window Class Changing
#==============================================================================
class Window_Class_Changing < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 64, 160, 320)
# Sets Cursor Height
self.cursor_height = 72
# Sets Index
self.index = 0
# Animated Sprite Counters
@pose, @frame = 0, 0
# Window Contents
self.contents = Bitmap.new(width - 32, height - 32)
# Refreshes Window Contents
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
# Clears Contents
contents.clear
# Duplicates Actors
@actors = $game_party.actors.dup
# Checks Actors List
@actors.push(nil) until @actors.size > 3
# Sets Up Item Max
@item_max = @actors.size
# Draw Actors Info
contents.clear
for i in 0...@item_max
actor = @actors[i]
y = i * 72
# Draws Animated Sprite
if actor == nil
draw_sprite(20, y + 66, "Empty", 0, @pose, @frame, false)
contents.font.color = disabled_color
contents.draw_text(32, y + 2, contents.width - 40, 24, "", 2)
contents.draw_text(32, y + 24, contents.width - 40, 24, "Empty", 2)
contents.draw_text(32, y + 46, contents.width - 40, 24, "", 2)
else
draw_sprite(20, y + 66, actor.character_name, actor.character_hue , @pose, @frame, false)
contents.font.color = normal_color
# Draws Name
contents.draw_text(32, y + 2, contents.width - 40, 24, actor.name, 2)
# Draws Class
contents.draw_text(32, y + 24, contents.width - 40, 24, $data_classes[actor.class_id].name, 2)
# Draws Level
contents.draw_text(32, y + 46, contents.width - 40, 24, "Level: #{actor.level}", 2)
end
end
end
# Frame Update
#--------------------------------------------------------------------------
def frame_update
@frame == 3 ? @frame = 0 : @frame += 1
refresh
end
#--------------------------------------------------------------------------
# Update Pose
# direction : 0 - Left 1 - Right
#--------------------------------------------------------------------------
def update_pose(direction)
if direction == 0
@pose == 0 ? @pose = 3 : @pose -= 1
else
@pose == 3 ? @pose = 0 : @pose += 1
end
refresh
end
end
#==============================================================================
# ** Window Character Status
#==============================================================================
class Window_Character_Status < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
#--------------------------------------------------------------------------
def initialize
super(160, 64, 480, 416)
# Animation Varaibles
@pose, @frame = 0, 0
# Window Contents
self.contents = Bitmap.new(width - 32, height - 32)
# Refreshes Contents
refresh($game_party.actors[0])
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh(actor)
# Clears Contents
contents.clear
# Stores Actor
@actor = actor
if actor == nil
draw_sprite(contents.width / 2, contents.height / 2, "Empty", 0, @pose, @frame, false)
# Draws Empty Text
contents.font.size = 48
contents.font.color = system_color
contents.font.color.alpha = disabled_color.alpha
contents.draw_text(0, contents.height / 2, contents.width, 48, "Empty Position", 1)
else
draw_sprite(40, 80, actor.character_name, actor.character_hue , @pose, @frame, false)
contents.font.size = 22
contents.font.color = normal_color
# Draws Name
contents.draw_text(-8, 4, 96, 24, actor.name, 1)
# Draws State
state = make_battler_state_text(actor, 112, true)
contents.font.color = actor.hp == 0 ? knockout_color : normal_color
contents.draw_text(96, 8, 96, 24, state, 1)
# Draws Class
contents.font.color = system_color
contents.draw_text(96, 32, 96, 24, actor.class_name, 1)
# Draws Level
contents.font.color = system_color
contents.draw_text(96, 56, 96, 24, "Level :")
contents.font.color = normal_color
contents.draw_text(96, 56, 96, 24, actor.level.to_s, 2)
# Draws Experience
contents.font.color = system_color
contents.draw_text(224, 8, 224, 24, "Experience :")
contents.font.color = normal_color
contents.draw_text(216, 8, 224, 24, actor.exp_s, 2)
# Next Level Experience
contents.font.color = system_color
contents.draw_text(224, 32, 224, 24, "Next Level :")
contents.font.color = normal_color
contents.draw_text(216, 32, 224, 24, actor.next_rest_exp_s, 2)
# Draws Next Level Bar
draw_bar(224, 58, actor.exp, actor.next_exp_s.to_i, 216)
# Draws HP Bar
draw_bar(32, 126, actor.hp, actor.maxhp, 228, 24)
# Draws HP
contents.font.color = system_color
contents.draw_text(40, 126, 224, 24, "HP")
contents.font.color = normal_color
contents.draw_text(32, 126, 224, 24, "#{actor.hp} / #{actor.maxhp}", 2)
# Draws SP Bar
draw_bar(32, 158, actor.sp, actor.maxsp, 228, 24)
# Draws SP
contents.font.color = system_color
contents.draw_text(40, 158, 224, 24, "SP")
contents.font.color = normal_color
contents.draw_text(32, 158, 224, 24, "#{actor.sp} / #{actor.maxsp}", 2)
# Draws Equiped Items
draw_item_name($data_weapons[actor.weapon_id], 36, 190, 224, 2, 0)
draw_item_name($data_armors[actor.armor1_id], 36, 222, 224, 2, 1)
draw_item_name($data_armors[actor.armor2_id], 36, 254, 224, 2, 2)
draw_item_name($data_armors[actor.armor3_id], 36, 286, 224, 2, 3)
draw_item_name($data_armors[actor.armor4_id], 36, 318, 224, 2, 4)
# Draws Stats
stat_names = [$data_system.words.str, $data_system.words.dex, $data_system.words.agi,
$data_system.words.int, $data_system.words.atk, $data_system.words.pdef, $data_system.words.mdef, "Evasion"]
stats = [actor.str, actor.dex, actor.agi, actor.int, actor.atk, actor.pdef, actor.mdef, actor.eva]
for i in 0...stats.size
contents.font.color = system_color
contents.draw_text(278, 108 + i * 32, 170, 24, stat_names[i])
contents.font.color = normal_color
contents.draw_text(270, 108 + i * 32, 170, 24, stats[i].to_s, 2)
end
end
end
#--------------------------------------------------------------------------
# Frame Update
#--------------------------------------------------------------------------
def frame_update
@frame == 3 ? @frame = 0 : @frame += 1
refresh(@actor)
end
#--------------------------------------------------------------------------
# Update Pose
# direction : 0 - Left 1 - Right
#--------------------------------------------------------------------------
def update_pose(direction)
if direction == 0
@pose == 0 ? @pose = 3 : @pose -= 1
else
@pose == 3 ? @pose = 0 : @pose += 1
end
refresh(@actor)
end
end
#==============================================================================
# ** Window_Class_Status
#==============================================================================
class Window_Class_Status < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(160, 64, 480, 416)
# Creates Contents
self.contents = Bitmap.new(width - 32, height - 32)
# Animation Varaibles
@pose, @frame = 0, 0
# Refreshes Contents
refresh($game_party.actors[0], $data_classes[1])
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh(actor, current_class)
# Clears Contents
contents.clear
# Requirements Met (For Return)
@requirements_met = true
# Stores Variables for Refreshing
@actor = actor
@current_class = current_class
# Draws Actors Info
contents.font.size = 22
contents.font.color = normal_color
# Draws Name of Actor
contents.draw_text(0, 4, contents.width / 3, 24, actor.name, 1)
# Draws Actor Sprite
draw_sprite(contents.width / 6, 82, actor.character_name, actor.character_hue , @pose, @frame, false)
# Current Class
contents.font.color = system_color
contents.draw_text(contents.width / 3 + 4, 4, contents.width / 3, 24, actor.class_name, 1)
# Current Level
contents.draw_text(contents.width / 3 + 4, 30, contents.width / 3, 24, "Level :")
contents.font.color = normal_color
contents.draw_text(contents.width / 3 - 4, 30, contents.width / 3, 24, actor.level.to_s, 2)
# Current Experience
contents.font.color = system_color
contents.draw_text(contents.width / 3 + 4, 56, contents.width / 3, 24, "Experience :")
contents.font.color = normal_color
contents.draw_text(contents.width / 3 - 4, 56, contents.width / 3, 24, actor.exp_s, 2)
# Checks to Make Sure Current Class isn't Nil
if current_class == nil
contents.font.size = 32
contents.font.color = system_color
contents.draw_text(0, contents.width / 2 - 18, contents.width, 36, "Return to Actors", 1)
else
contents.font.size = 22
contents.font.color = normal_color
# Next Class
contents.font.color = system_color
contents.draw_text(contents.width / 3 * 2 + 4 , 4, contents.width / 3, 26, current_class.name, 1)
# Next Level
contents.draw_text(contents.width / 3 * 2 + 4, 30, contents.width / 3, 26, "Level :")
contents.font.color = normal_color
contents.draw_text(contents.width / 3 * 2 - 4, 30, contents.width / 3, 26, actor.class_levels[current_class.id].to_s, 2)
# Next Experience
contents.font.color = system_color
contents.draw_text(contents.width / 3 * 2 + 4, 56, contents.width / 3, 26, "Experience :")
contents.font.color = normal_color
contents.draw_text(contents.width / 3 * 2 - 4, 56, contents.width / 3, 26, actor.class_exp[current_class.id].to_s, 2)
pos = current_class.position == 0 ? "Front Row" : current_class.position == 1 ? "Middle Row" : "Back Row"
contents.draw_text(0, 96, contents.width, 24, "#{current_class.name}: #{pos}", 1)
contents.font.color = system_color
# Draws Class Requirements
contents.draw_text(0, 120, contents.width, 24, "Requirements", 1)
contents.draw_text(4, 144, contents.width, 24, "Sex Requirement:")
# Sex Requirements
contents.font.color = normal_color
sex_req = current_class.sex_requirements
if sex_req == 0 or sex_req == actor.sex
contents.font.color = normal_color
else
contents.font.color = disabled_color
end
contents.draw_text(32, 168, contents.width, 24, sex_req == 0 ? "None" : sex_req == 1 ? "Male" : "Female")
contents.draw_text(- 8, 168, contents.width, 24, actor.sex == 1 ? "Male" : "Female", 2)
# Checks if Requirements met
@requirements_met = false unless sex_req == 0 or sex_req == actor.sex
# Class Level Requirements
contents.font.color = system_color
contents.draw_text(4, 192, contents.width, 24, "Class Requirement:")
contents.draw_text(32, 216, contents.width, 24, "Class")
contents.draw_text(160, 216, contents.width, 24, "Req. Level")
contents.draw_text(-8, 216, contents.width, 24, "Current Level", 2)
contents.font.color = normal_color
# Class Requirement Arrays
classes, level_reqs, levels = [], [], []
current_class.level_requirements.each_key { |key|
classes.push($data_classes[key].name)
level_reqs.push(current_class.level_requirements[key])
levels.push(actor.class_levels[$data_classes[key].id]) }
for i in 0...classes.size
if levels[i] >= level_reqs[i]
contents.font.color = normal_color
else
contents.font.color = disabled_color
@requirements_met = false
end
contents.draw_text(32, 240 + i * 24, contents.width, 24, classes[i])
contents.draw_text(160, 240 + i * 24, contents.width, 24, level_reqs[i].to_s)
contents.draw_text(-8, 240 + i * 24, contents.width, 24, levels[i].to_s, 2)
end
end
end
#--------------------------------------------------------------------------
# Frame Update
#--------------------------------------------------------------------------
def frame_update
@frame == 3 ? @frame = 0 : @frame += 1
refresh(@actor, @current_class)
end
#--------------------------------------------------------------------------
# Check Requirements
#--------------------------------------------------------------------------
def check
return @requirements_met
end
end
#==============================================================================
# ** Scene Party Changer
#==============================================================================
class Scene_Party_Changer
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Current Phase
@phase = 0
# Frame Update (For Sprite Animations)
@update_frame = 0
# Help Window
@help_window = Window_Help.new
@help_window.set_text("Select Member To Transfer to Reserves", 1)
@help_window.z = 9999
# Active Party Window
@active_actors_window = Window_Party_Changing.new
@active_actors_window.refresh($game_party.actors)
@active_actors_window.y = 64
# Reserve Party Window
@reserver_actors_window = Window_Party_Changing.new
@reserver_actors_window.refresh($game_party.reserve_actors)
@reserver_actors_window.y = 352
@reserver_actors_window.active = false
# Active Party Sprites
@active_actors_sprites = Window_Member_Sprites.new
@active_actors_sprites.refresh($game_party.actors)
@active_actors_sprites.update_cursor_rect(0)
# Reserve Party Sprites
@reserve_actors_sprites = Window_Member_Sprites.new(160, 384, 480)
@reserve_actors_sprites.refresh($game_party.reserve_actors)
@reserve_actors_sprites.update_cursor_rect(0)
# Scene Objects
@objects = [@help_window, @active_actors_window, @reserver_actors_window,
@active_actors_sprites, @reserve_actors_sprites]
Graphics.transition
# Main loop
while $scene == self
# Update game screen
Graphics.update
# Update input information
Input.update
# Objects Update
@objects.each {|x| x.update}
# Animated Sprites Update
@update_frame += 1
if @update_frame == 10
@update_frame = 0
@objects.each {|x| x.frame_update unless x == @help_window}
end
# Updates Poses
if Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@objects.each {|x| x.update_pose(0) unless x == @help_window}
elsif Input.trigger?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@objects.each {|x| x.update_pose(1) unless x == @help_window}
end
# Frame update
@phase == 0 ? active_update : reserve_update
end
# Prepare for transition
Graphics.freeze
# Disposes Objects
@objects.each {|x| x.dispose}
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def active_update
# Slides Windows
@active_actors_window.y += 8 if @active_actors_window.y < 64
@reserver_actors_window.y += 8 if @reserver_actors_window.y < 352
# Updates Cursor Rectangles
if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
@active_actors_sprites.update_cursor_rect(@active_actors_window.index)
# Exits Scene
elsif Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
# Selects Party Spot to Switch Spot With
elsif Input.trigger?(Input::C)
actor = $game_party.actors[@active_actors_window.index]
if $game_party.reserve_actors.size == 0
$game_system.se_play($data_system.buzzer_se)
@help_window.set_text("No Reserve Actors to Switch With", 1)
else
$game_system.se_play($data_system.decision_se)
@active_actors_window.active = false
@reserver_actors_window.active = true
text = actor == nil ?
"Select Member to Add to Party" : "Select Member to Switch Spots with #{actor.name}"
@help_window.set_text(text, 1)
@phase = 1
end
end
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def reserve_update
# Slides Windows
@active_actors_window.y -= 8 if @active_actors_window.y > -192
@reserver_actors_window.y -= 8 if @reserver_actors_window.y > 96
# Updates Cursor Rectangles
if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
@reserve_actors_sprites.update_cursor_rect(@reserver_actors_window.index)
# Returns to Main Phase
elsif Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@help_window.set_text("Select Member To Transfer to Reserves", 1)
@active_actors_window.active = true
@reserver_actors_window.active = false
@phase = 0
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
active_member = $game_party.actors[@active_actors_window.index]
reserve_member = $game_party.reserve_actors[@reserver_actors_window.index]
$game_party.move_to_reserve(active_member.id) unless active_member == nil
$game_party.move_to_party(reserve_member.id)
[@active_actors_window, @active_actors_sprites].each {|x| x.refresh($game_party.actors)}
[@reserver_actors_window, @reserve_actors_sprites].each {|x| x.refresh($game_party.reserve_actors)}
@active_actors_window.active = true
@reserver_actors_window.active = false
@phase = 0
end
end
end
#==============================================================================
# ** Scene Class Changer
#==============================================================================
class Scene_Class_Changer
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Updates Actors Class Arrays
for actor in $game_party.actors
actor.update_classes
end
# Frame Update (For Sprite Animations)
@update_frame = 0
# Help Window
@help_window = Window_Help.new
@help_window.set_text("Select Actor to Change Class", 1)
# Actors Window
@actors_window = Window_Class_Changing.new
# Class Window
commands = ["Back"]
for job in $data_classes
commands.push(job.name) unless job == nil
end
@class_window = Window_Command.new(160, commands)
@class_window.y = 64
@class_window.height = 320
@class_window.active = @class_window.visible = false
# Sprites Window
@sprites_window = Window_Member_Sprites.new
@sprites_window.refresh($game_party.actors)
@sprites_window.frame_update
@sprites_window.update_cursor_rect(0)
# Character Window
@character_status_window = Window_Character_Status.new
# Class Window
@class_status_window = Window_Class_Status.new
@class_status_window.visible = false
# Scene Objects
@objects = [@help_window, @actors_window, @class_window, @sprites_window,
@character_status_window, @class_status_window]
Graphics.transition
# Main loop
while $scene == self
# Update game screen
Graphics.update
# Update input information
Input.update
# Objects Update
@objects.each {|x| x.update}
# Animated Sprites Update
@update_frame += 1
if @update_frame == 5
@update_frame = 0
[@actors_window, @sprites_window, @character_status_window, @class_status_window].each {|x| x.frame_update unless x.visible == false}
end
# Frame update
update
end
# Prepare for transition
Graphics.freeze
# Disposes Objects
@objects.each {|x| x.dispose}
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
# Sets Disabled and Undisabled Items
if @class_window.active
for i in 1...$data_classes.size
if check_class($game_party.actors[@actors_window.index], $data_classes[i])
@class_window.undisable_item(i)
else
@class_window.disable_item(i)
end
end
end
# Updates Actor Cursor Rectangle
@sprites_window.update_cursor_rect(@actors_window.index)
# ~ Input Processing ~
if Input.trigger?(Input::RIGHT)
for actor in $game_party.actors
actor.exp += 100
end
end
if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
if @character_status_window.visible
@character_status_window.refresh($game_party.actors[@actors_window.index])
else
@class_status_window.refresh($game_party.actors[@actors_window.index], $data_classes[@class_window.index])
end
elsif Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
if @actors_window.active
$scene = Scene_Map.new
else
@class_window.index = 0
@actors_window.visible = @actors_window.active = true
@class_window.visible = @class_window.active = false
@character_status_window.visible = true
@class_status_window.visible = false
@character_status_window.refresh($game_party.actors[@actors_window.index])
end
elsif Input.trigger?(Input::C)
if @actors_window.active
if $game_party.actors[@actors_window.index] == nil
$game_system.se_play($data_system.buzzer_se)
else
$game_system.se_play($data_system.decision_se)
@actors_window.visible = @actors_window.active = false
@class_window.visible = @class_window.active = true
@index = @actors_window.index
@class_status_window.refresh($game_party.actors[@index], $data_classes[@class_window.index])
@character_status_window.visible = false
@class_status_window.visible = true
@help_window.set_text("Select Class to Change #{$game_party.actors[@index].name} To", 1)
end
else
if @class_window.index == 0
$game_system.se_play($data_system.decision_se)
@actors_window.visible = @actors_window.active = true
@class_window.visible = @class_window.active = false
@character_status_window.refresh($game_party.actors[@actors_window.index])
@character_status_window.visible = true
@class_status_window.visible = false
@help_window.set_text("Select Actor to Change Class", 1)
else
if @class_status_window.check
$game_system.se_play($data_system.decision_se)
class_ = $data_classes[@class_window.index]
$game_party.actors[@index].switch_class(class_.id)
@help_window.set_text("#{$game_party.actors[@index].name} Changed to a #{class_.name}", 1)
else
$game_system.se_play($data_system.buzzer_se)
@help_window.set_text("Class Requirements Not Met", 1)
end
end
end
end
end
#--------------------------------------------------------------------------
# * Check Class
#--------------------------------------------------------------------------
def check_class(actor, job)
requirements_met = true
sex_req = job.sex_requirements
requirements_met = false unless sex_req == 0 or sex_req == actor.sex
classes, level_reqs, levels = [], [], []
job.level_requirements.each_key { |key|
classes.push($data_classes[key].name)
level_reqs.push(job.level_requirements[key])
levels.push(actor.class_levels[$data_classes[key].id]) }
for i in 0...classes.size
unless levels[i] >= level_reqs[i]
requirements_met = false
end
end
return requirements_met
end
end
So und jetzt mein schlimmstes Problem , der Questlog .. habs eh richtig nur bei Zusätzliche Option öffnet es sich nicht sondern es kommt das :
Hier deR Script
#/////////////////////////////Scene_Menu erweitert////////////////////////////
#~~~~~~~~~~~~~~~~~~by Caesar~~~~~~~~~~~~~~~~~
#\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
# Standardmenü mit einer zusätzlichen Option, die ein Common
# Event aufruft
#==================Parameter=================
# Name des neuen Menüpunktes
OPTION_NAME = "Aufgaben"
# ID des Common Events, das bei Auswahl der Option aufgerufen wird
MENU_COMMON_EVENT_ID = 5
#=========================================
class Scene_Menu
def initialize(menu_index = 0)
@menu_index = menu_index
end
#-----------------------
def main
s1 = $data_system.words.item
s2 = $data_system.words.skill
s3 = $data_system.words.equip
s4 = "Status"
s5 = "Speichern"
s6 = "Beenden"
#~~~~~~~~~~
s7 = OPTION_NAME
#~~~~~~~~~~
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
@command_window.index = @menu_index
if $game_party.actors.size == 0
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
if $game_system.save_disabled
@command_window.disable_item(4)
end
@playtime_window = Window_PlayTime.new
@playtime_window.x = 0
@playtime_window.y = 256
@steps_window = Window_Steps.new
@steps_window.x = 0
@steps_window.y = 320
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = 416
@status_window = Window_MenuStatus.new
@status_window.x = 160
@status_window.y = 0
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@playtime_window.dispose
@steps_window.dispose
@gold_window.dispose
@status_window.dispose
end
#-----------------------
def update
@command_window.update
@playtime_window.update
@steps_window.update
@gold_window.update
@status_window.update
if @command_window.active
update_command
return
end
if @status_window.active
update_status
return
end
end
#-----------------------
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
if Input.trigger?(Input::C)
if $game_party.actors.size == 0 and @command_window.index < 4
$game_system.se_play($data_system.buzzer_se)
return
end
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
$scene = Scene_Item.new
when 1
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 2
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 3
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 4
if $game_system.save_disabled
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Save.new
when 5
$game_system.se_play($data_system.decision_se)
$scene = Scene_End.new
#~~~~~~~~~~~~~
when 6
$game_system.se_play($data_system.decision_se)
$game_temp.common_event_id = MENU_COMMON_EVENT_ID
$scene = Scene_Map.new
#~~~~~~~~~~~~~
end
return
end
end
#-----------------------
def update_status
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 1
if $game_party.actors[@status_window.index].restriction >= 2
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Skill.new(@status_window.index)
when 2
$game_system.se_play($data_system.decision_se)
$scene = Scene_Equip.new(@status_window.index)
when 3
$game_system.se_play($data_system.decision_se)
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end
#===================
#~~~~~~~~~~~~
class Window_PlayTime < Window_Base
def initialize
super(0, 0, 160, 64)
self.contents = Bitmap.new(width-32, height-32)
refresh
end
#------------
def refresh
self.contents.clear
@total_sec = Graphics.frame_count / Graphics.frame_rate
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
text = sprintf("%02d:%02d:%02d", hour, min, sec)
self.contents.draw_text(4, 0, 120, 32, text, 1)
end
end
#~~~~~~~~~~~
Hier der Screen ..
http://www.linuxseiten.com/service/probe/php_scripte/download_0.1/upload/Unbenannt3.PNG
Hier der Script
#===================================================
# AMS - Advanced Message Script - R4 [Update #2]
#===================================================
# For more infos and update, visit:
# www.dubealex.com (Creation Asylum)
#
# Edited, Fixed and Enhanced by: Dubealex
# Original Script Core by: XRXS Scripter (Jap Dudes)
# HTML Hexadecimal color feature from: Phylomorphis
#
# Special Thanks:
# Rabu: For enabling the Show Face feature in an encrypted project
#
# To found all my new features, search the following: #NEW
# To configure the button to skip the dialog, search: #SKIP_TEXT_CODE
#
# May 18, 2005
#===================================================
LETTER_BY_LETTER_MODE = true #Set the letter by letter mode ON/OFF
#===================================================
# ¼ CLASS AMS Begins
#===================================================
class AMS
attr_accessor :name_box_x_offset
attr_accessor :name_box_y_offset
attr_accessor :font_type
attr_accessor :name_font_type
attr_accessor :font_size
attr_accessor :name_font_size
attr_accessor :message_box_opacity
attr_accessor :name_box_skin
attr_accessor :name_box_text_color
attr_accessor :message_box_text_color
attr_accessor :message_box_skin
attr_accessor :name_box_width
attr_accessor :name_box_height
attr_accessor :message_width
attr_accessor :message_height
attr_accessor :message_x
attr_accessor :message_y_bottom
attr_accessor :message_y_middle
attr_accessor :message_y_top
attr_accessor :hehe:vent_message_x_ofset
attr_accessor :hehe:vent_message_y_ofset
def initialize
@name_box_x_offset = 10 #Choose the X axis offset of the name bos. default= 0
@name_box_y_offset = -10 #Choose the Y axis offset of the name bos. default= -10
@name_box_width = 8 #Choose the width of the Name Box. default= 8
@name_box_height = 26 #Choose the height of the Name Box. default= 26
@font_type = "Trebuchet MS" #Choose the Font Name (Case Sensitive) for message box
@name_font_type = "Trebuchet MS" #Choose the Font Name (Case Sensitive) for Name Box
@font_size = 22 #Choose the default Font Size for message box text
@name_font_size = 20 #Choose the deafault Font Size for Name Box text
@name_box_text_color=0 #Choose the Text Color of the Name Box
@message_box_text_color=0 #Choose the Text Color of the Message Box
@message_box_opacity = 160 #Choose the opacity of the message window. Default=160
@message_box_skin = "untitled1" #Choose the WindowSkin for the Message Box
@name_box_skin = "001-Blue01" #Choose the WindowSkin for the Name Box
@message_width = 480 #Choose the width size of the message box. Default=480
@message_height = 160 #Choose the height size of the message box. Default=160
@message_x = 80 #Choose the X position of the message box. Default=80
@message_y_bottom = 304 #Choose the Y bottom position of the message box. Default=304
@message_y_middle = 160 #Choose the Y middle position of the message box. Default=160
@message_y_top = 16 #Choose the Y top position of the message box. Default=16
@event_message_x_ofset = 32 #Choose the X position offset of the event message. Default=0
@event_message_y_ofset = 77 #Choose the Y position offset of the event message. Default=48
end
end
#===================================================
# ² CLASS AMS Ends
#===================================================
#===================================================
# ¼ Class Window_Message Begins
#===================================================
class Window_Message < Window_Selectable
alias xrxs9_initialize initialize
def initialize
@alex_skip = false
xrxs9_initialize
if $soundname_on_speak == nil then
$soundname_on_speak = ""
end
$gaiji_file = "./Graphics/Gaiji/sample.png"
if FileTest.exist?($gaiji_file)
@gaiji_cache = Bitmap.new($gaiji_file)
else
@gaigi_cache = nil
end
@opacity_text_buf = Bitmap.new(32, 32)
end
#--------------------------------------------------------------------------
alias xrxs9_terminate_message terminate_message
def terminate_message
if @name_window_frame != nil
@name_window_frame.dispose
@name_window_frame = nil
end
if @name_window_text != nil
@name_window_text.dispose
@name_window_text = nil
end
xrxs9_terminate_message
end
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.color = text_color($ams.message_box_text_color)
self.contents.font.name = $ams.font_type
self.contents.font.size = $ams.font_size
self.windowskin = RPG::Cache.windowskin($ams.message_box_skin)
@x = @y = @max_x = @max_y = @indent = @lines = 0
@face_indent = 0
@opacity = 255
@cursor_width = 0
@write_speed = 0
@write_wait = 0
@mid_stop = false
@face_file = nil
@popchar = -2
if $game_temp.choice_start == 0
@x = 8
end
if $game_temp.message_text != nil
@now_text = $game_temp.message_text
if (/\A\\[Ff]\[(.+?)\]/.match(@now_text))!=nil then
@face_file = $1 + ".png"
@x = @face_indent = 128
if FileTest.exist?("Graphics/Pictures/" + $1 + ".png")
self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
end
@now_text.gsub!(/\\[Ff]\[(.*?)\]/) { "" }
end
begin
last_text = @now_text.clone
@now_text.gsub!(/\\[Vv]\[([IiWwAaSs]?)([0-9]+)\]/) { convart_value($1, $2.to_i) }
end until @now_text == last_text
@now_text.gsub!(/\\[Nn]\[([0-9]+)\]/) do
$game_actors[$1.to_i] != nil ? $game_actors[$1.to_i].name : ""
end
#NEW
#Dubealex's Stop Skip Text ON-OFF
@now_text.gsub!(/\\[%]/) { "\100" }
#End new command
#NEW
#Dubealex's Show Monster Name Feature
@now_text.gsub!(/\\[Mm]\[([0-9]+)\]/) do
$data_enemies[$1.to_i] != nil ? $data_enemies[$1.to_i].name : ""
end
#End new command
#NEW
#Dubealex's Show Item Price Feature
@now_text.gsub!(/\\[Pp]rice\[([0-9]+)\]/) do
$data_items[$1.to_i] != nil ? $data_items[$1.to_i].price : ""
end
#End new command
#NEW
#Dubealex's Show Hero Class Name Feature
@now_text.gsub!(/\\[Cc]lass\[([0-9]+)\]/) do
$data_classes[$data_actors[$1.to_i].class_id] != nil ? $data_classes[$data_actors[$1.to_i].class_id].name : ""
end
#End new command
#NEW
#Dubealex's Show Current Map Name Feature
@now_text.gsub!(/\\[Mm]ap/) do
$game_map.name != nil ? $game_map.name : ""
end
#End new command
#NEW
#Dubealex's Choose Name Box Text Color
@now_text.gsub!(/\\[Zz]\[([0-9]+)\]/) do
$ams.name_box_text_color=$1.to_i
@now_text.sub!(/\\[Zz]\[([0-9]+)\]/) { "" }
end
#End new command
name_window_set = false
if (/\\[Nn]ame\[(.+?)\]/.match(@now_text)) != nil
name_window_set = true
name_text = $1
@now_text.sub!(/\\[Nn]ame\[(.*?)\]/) { "" }
end
if (/\\[Pp]\[([-1,0-9]+)\]/.match(@now_text))!=nil then
@popchar = $1.to_i
if @popchar == -1
@x = @indent = 48
@y = 4
end
@now_text.gsub!(/\\[Pp]\[([-1,0-9]+)\]/) { "" }
end
@max_choice_x = 0
if @popchar >= 0
@text_save = @now_text.clone
@max_x = 0
@max_y = 4
for i in 0..3
line = @now_text.split(/\n/)[3-i]
@max_y -= 1 if line == nil and @max_y <= 4-i
next if line == nil
line.gsub!(/\\\w\[(\w+)\]/) { "" }
cx = contents.text_size(line).width
@max_x = cx if cx > @max_x
if i >= $game_temp.choice_start
@max_choice_x = cx if cx > @max_choice_x
end
end
self.width = @max_x + 32 + @face_indent
self.height = (@max_y - 1) * 32 + 64
@max_choice_x -= 68
@max_choice_x -= @face_indent*216/128
else
@max_x = self.width - 32 - @face_indent
for i in 0..3
line = @now_text.split(/\n/)[i]
next if line == nil
line.gsub!(/\\\w\[(\w+)\]/) { "" }
cx = contents.text_size(line).width
if i >= $game_temp.choice_start
@max_choice_x = cx if cx > @max_choice_x
end
end
@max_choice_x += 8
end
@cursor_width = 0
@now_text.gsub!(/\\\\/) { "\000" }
@now_text.gsub!(/\\[Cc]\[([0123456789ABCDEF#]+)\]/) { "\001[#{$1}]" }
@now_text.gsub!(/\\[Gg]/) { "\002" }
@now_text.gsub!(/\\[Ss]\[([0-9]+)\]/) { "\003[#{$1}]" }
@now_text.gsub!(/\\[Aa]\[(.*?)\]/) { "\004[#{$1}]" }
#NEW
#Dubealex's Permanent Color Change
@now_text.gsub!(/\\[Cc]olor\[([0-9]+)\]/) do
$ams.message_box_text_color= $1.to_i
@now_text.sub!(/\\[Cc]\[([0-9]+)\]/) { "" }
end
#End of new command
#NEW
#Dubealex's Font Change Feature
@now_text.gsub(/\\[Tt]\[(.*?)\]/) do
buftxt = $1.to_s
$ams.font_type = buftxt
@now_text.sub!(/\\[Tt]\[(.*?)\]/) { "" }
end
#End of new command
@now_text.gsub!(/\\[.]/) { "\005" }
@now_text.gsub!(/\\[|]/) { "\006" }
@now_text.gsub!(/\\[>]/) { "\016" }
@now_text.gsub!(/\\[<]/) { "\017" }
@now_text.gsub!(/\\[!]/) { "\020" }
@now_text.gsub!(/\\[~]/) { "\021" }
@now_text.gsub!(/\\[Ee]\[([0-9]+)\]/) { "\022[#{$1}]" }
@now_text.gsub!(/\\[Ii]/) { "\023" }
@now_text.gsub!(/\\[Oo]\[([0-9]+)\]/) { "\024[#{$1}]" }
@now_text.gsub!(/\\[Hh]\[([0-9]+)\]/) { "\025[#{$1}]" }
@now_text.gsub!(/\\[Bb]\[([0-9]+)\]/) { "\026[#{$1}]" }
@now_text.gsub!(/\\[Rr]\[(.*?)\]/) { "\027[#{$1}]" }
reset_window
if name_window_set
color=$ams.name_box_text_color
off_x = $ams.name_box_x_offset
off_y = $ams.name_box_y_offset
space = 3
x = self.x + off_x - space / 3
y = self.y + off_y - space / 3
w = self.contents.text_size(name_text).width + $ams.name_box_width + space
h = $ams.name_box_height + space
@name_window_frame = Window_Frame.new(x, y, w, h)
@name_window_frame.z = self.z + 1
x = self.x + off_x + 4
y = self.y + off_y
@name_window_text = Air_Text.new(x, y, name_text, color)
@name_window_text.z = self.z + 2
end
end
reset_window
if $game_temp.choice_max > 0
@item_max = $game_temp.choice_max
self.active = true
self.index = 0
end
if $game_temp.num_input_variable_id > 0
digits_max = $game_temp.num_input_digits_max
number = $game_variables[$game_temp.num_input_variable_id]
@input_number_window = Window_InputNumber.new(digits_max)
@input_number_window.number = number
@input_number_window.x = self.x + 8
@input_number_window.y = self.y + $game_temp.num_input_start * 32
end
end
#--------------------------------------------------------------------------
def update
super
if @fade_in
self.contents_opacity += 24
if @input_number_window != nil
@input_number_window.contents_opacity += 24
end
if self.contents_opacity == 255
@fade_in = false
end
return
end
@now_text = nil if @now_text == ""
if @now_text != nil and @mid_stop == false
if @write_wait > 0
@write_wait -= 1
return
end
text_not_skip = LETTER_BY_LETTER_MODE
while true
@max_x = @x if @max_x < @x
@max_y = @y if @max_y < @y
if (c = @now_text.slice!(/./m)) != nil
if c == "\000"
c = "\\"
end
if c == "\001"
@now_text.sub!(/\[([0123456789ABCDEF#]+)\]/, "")
temp_color = $1
color = temp_color.to_i
leading_x = temp_color.to_s.slice!(/./m)
if leading_x == "#"
self.contents.font.color = hex_color(temp_color)
next
end
if color >= 0 and color <= 7
self.contents.font.color = text_color(color)
end
next
end
if c == "\002"
if @gold_window == nil and @popchar <= 0
@gold_window = Window_Gold.new
@gold_window.x = 560 - @gold_window.width
if $game_temp.in_battle
@gold_window.y = 192
else
@gold_window.y = self.y >= 128 ? 32 : 384
end
@gold_window.opacity = self.opacity
@gold_window.back_opacity = self.back_opacity
end
c = ""
end
if c == "\003"
@now_text.sub!(/\[([0-9]+)\]/, "")
speed = $1.to_i
if speed >= 0 and speed <= 19
@write_speed = speed
end
c = ""
end
if c == "\004"
@now_text.sub!(/\[(.*?)\]/, "")
buftxt = $1.dup.to_s
if buftxt.match(/\//) == nil and buftxt != "" then
$soundname_on_speak = "Audio/SE/" + buftxt
else
$soundname_on_speak = buftxt.dup
end
c = ""
elsif c == "\004"
c = ""
end
if c == "\005"
@write_wait += 5
c = ""
end
if c == "\006"
@write_wait += 20
c = ""
end
if c == "\016"
text_not_skip = false
c = ""
end
if c == "\017"
text_not_skip = true
c = ""
end
if c == "\020"
@mid_stop = true
c = ""
end
if c == "\021"
terminate_message
return
end
if c == "\023"
@indent = @x
c = ""
end
if c == "\024"
@now_text.sub!(/\[([0-9]+)\]/, "")
@opacity = $1.to_i
color = self.contents.font.color
self.contents.font.name = $ams.font_type
self.contents.font.size = $ams.font_size
self.contents.font.color = Color.new(color.red, color.green, color.blue, color.alpha * @opacity / 255)
c = ""
end
if c == "\025"
@now_text.sub!(/\[([0-9]+)\]/, "")
self.contents.font.size = [[$1.to_i, 6].max, 32].min
c = ""
end
if c == "\026"
@now_text.sub!(/\[([0-9]+)\]/, "")
@x += $1.to_i
c = ""
end
if c == "\027"
@now_text.sub!(/\[(.*?)\]/, "")
@x += ruby_draw_text(self.contents, @x, @y * line_height + (line_height - self.contents.font.size), $1, @opacity)
if $soundname_on_speak != ""
Audio.se_play($soundname_on_speak)
end
c = ""
end
if c == "\030"
@now_text.sub!(/\[(.*?)\]/, "")
self.contents.blt(@x , @y * line_height + 8, RPG::Cache.icon($1), Rect.new(0, 0, 24, 24))
if $soundname_on_speak != ""
Audio.se_play($soundname_on_speak)
end
@x += 24
c = ""
end
if c == "\n"
@lines += 1
@y += 1
@x = 0 + @indent + @face_indent
if @lines >= $game_temp.choice_start
@x = 8 + @indent + @face_indent
@cursor_width = @max_choice_x
end
c = ""
end
if c == "\022"
@now_text.sub!(/\[([0-9]+)\]/, "")
@x += gaiji_draw(4 + @x, @y * line_height + (line_height - self.contents.font.size), $1.to_i)
c = ""
end
#NEW
#Dubealex's Text Skip On/OFF Command
if c == "\100"
if @alex_skip==false
@alex_skip=true
else
@alex_skip=false
end
c = ""
end
#end of new command
if c != ""
self.contents.draw_text(0+@x, 25 * @y, 40, 32, c)
@x += self.contents.text_size(c).width
if $soundname_on_speak != "" then
Audio.se_play($soundname_on_speak)
end
end
#SKIP_TEXT_CODE
# B = Escape, 0 (On The NumPad), X
# C = Enter, Space Bar and C
# A = Shift, Z
if Input.press?(Input::C) # <-- Change the value on that line
if @alex_skip==false
text_not_skip = false
end
end
else
text_not_skip = true
break
end
if text_not_skip
break
end
end
@write_wait += @write_speed
return
end
if @input_number_window != nil
@input_number_window.update
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
$game_variables[$game_temp.num_input_variable_id] =
@input_number_window.number
$game_map.need_refresh = true
@input_number_window.dispose
@input_number_window = nil
terminate_message
end
return
end
if @contents_showing
if $game_temp.choice_max == 0
self.pause = true
end
if Input.trigger?(Input::B)
if $game_temp.choice_max > 0 and $game_temp.choice_cancel_type > 0
$game_system.se_play($data_system.cancel_se)
$game_temp.choice_proc.call($game_temp.choice_cancel_type - 1)
terminate_message
end
end
if Input.trigger?(Input::C)
if $game_temp.choice_max > 0
$game_system.se_play($data_system.decision_se)
$game_temp.choice_proc.call(self.index)
end
if @mid_stop
@mid_stop = false
return
else
terminate_message
end
end
return
end
if @fade_out == false and $game_temp.message_text != nil
@contents_showing = true
$game_temp.message_window_showing = true
refresh
Graphics.frame_reset
self.visible = true
self.contents_opacity = 0
if @input_number_window != nil
@input_number_window.contents_opacity = 0
end
@fade_in = true
return
end
if self.visible
@fade_out = true
self.opacity -= 48
if self.opacity == 0
self.visible = false
@fade_out = false
$game_temp.message_window_showing = false
end
return
end
end
#--------------------------------------------------------------------------
def get_character(parameter)
case parameter
when 0
return $game_player
else
events = $game_map.events
return events == nil ? nil : events[parameter]
end
end
#--------------------------------------------------------------------------
def reset_window
#MESSAGE_SIZE
#MESSAGE_POSITION
if @popchar >= 0
events = $game_map.events
if events != nil
character = get_character(@popchar)
x = [[character.screen_x - $ams.event_message_x_ofset - self.width / 2, 4].max, 636 - self.width].min
y = [[character.screen_y - $ams.event_message_y_ofset - self.height, 4].max, 476 - self.height].min
self.x = x
self.y = y
end
elsif @popchar == -1
self.x = -4
self.y = -4
self.width = 648
self.height = 488
else
if $game_temp.in_battle
self.y = 16
else
case $game_system.message_position
when 0
self.y = $ams.message_y_top
when 1
self.y = $ams.message_y_middle
when 2
self.y = $ams.message_y_bottom
end
self.x = $ams.message_x
if @face_file == nil
self.width = $ams.message_width
self.x = $ams.message_x
else
if self.width <= 600
self.width = 600
self.x -=60
end
end
self.height = $ams.message_height
end
end
self.contents = Bitmap.new(self.width - 32, self.height - 32)
self.contents.font.color = text_color($ams.message_box_text_color)
self.contents.font.name = $ams.font_type
self.contents.font.size = $ams.font_size
if @face_file != nil
self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))
end
if @popchar == -1
self.opacity = 255
self.back_opacity = 0
elsif $game_system.message_frame == 0
self.opacity = 255
self.back_opacity = $ams.message_box_opacity
else
self.opacity = 0
self.back_opacity = $ams.message_box_opacity
end
end
#--------------------------------------------------------------------------
def gaiji_draw(x, y, num)
if @gaiji_cache == nil
return 0
else
if @gaiji_cache.width < num * 24
return 0
end
if self.contents.font.size >= 20 and self.contents.font.size <= 24
size = 24
else
size = self.contents.font.size * 100 * 24 / 2200
end
self.contents.stretch_blt(Rect.new(x, y, size, size), @gaiji_cache, Rect.new(num * 24, 0, 24, 24))
if $soundname_on_speak != "" then
Audio.se_play($soundname_on_speak)
end
return size
end
end
#--------------------------------------------------------------------------
def line_height
return 32
if self.contents.font.size >= 20 and self.contents.font.size <= 24
return 32
else
return self.contents.font.size * 15 / 10
end
end
#--------------------------------------------------------------------------
def ruby_draw_text(target, x, y, str,opacity)
sizeback = target.font.size
target.font.size * 3 / 2 > 32 ? rubysize = 32 - target.font.size : rubysize = target.font.size / 2
rubysize = [rubysize, 6].max
opacity = [[opacity, 0].max, 255].min
split_s = str.split(/,/)
split_s[0] == nil ? split_s[0] = "" : nil
split_s[1] == nil ? split_s[1] = "" : nil
height = sizeback + rubysize
width = target.text_size(split_s[0]).width
target.font.size = rubysize
ruby_width = target.text_size(split_s[1]).width
target.font.size = sizeback
buf_width = [target.text_size(split_s[0]).width, ruby_width].max
width - ruby_width != 0 ? sub_x = (width - ruby_width) / 2 : sub_x = 0
if opacity == 255
target.font.size = rubysize
target.draw_text(x + sub_x, y - target.font.size, target.text_size(split_s[1]).width, target.font.size, split_s[1])
target.font.size = sizeback
target.draw_text(x, y, width, target.font.size, split_s[0])
return width
else
if @opacity_text_buf.width < buf_width or @opacity_text_buf.height < height
@opacity_text_buf.dispose
@opacity_text_buf = Bitmap.new(buf_width, height)
else
@opacity_text_buf.clear
end
@opacity_text_buf.font.size = rubysize
@opacity_text_buf.draw_text(0 , 0, buf_width, rubysize, split_s[1], 1)
@opacity_text_buf.font.size = sizeback
@opacity_text_buf.draw_text(0 , rubysize, buf_width, sizeback, split_s[0], 1)
if sub_x >= 0
target.blt(x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
else
target.blt(x + sub_x, y - rubysize, @opacity_text_buf, Rect.new(0, 0, buf_width, height), opacity)
end
return width
end
end
#--------------------------------------------------------------------------
def convart_value(option, index)
option == nil ? option = "" : nil
option.downcase!
case option
when "i"
unless $data_items[index].name == nil
r = sprintf("\030[%s]%s", $data_items[index].icon_name, $data_items[index].name)
end
when "w"
unless $data_weapons[index].name == nil
r = sprintf("\030[%s]%s", $data_weapons[index].icon_name, $data_weapons[index].name)
end
when "a"
unless $data_armors[index].name == nil
r = sprintf("\030[%s]%s", $data_armors[index].icon_name, $data_armors[index].name)
end
when "s"
unless $data_skills[index].name == nil
r = sprintf("\030[%s]%s", $data_skills[index].icon_name, $data_skills[index].name)
end
else
r = $game_variables[index]
end
r == nil ? r = "" : nil
return r
end
#--------------------------------------------------------------------------
def dispose
terminate_message
if @gaiji_cache != nil
unless @gaiji_cache.disposed?
@gaiji_cache.dispose
end
end
unless @opacity_text_buf.disposed?
@opacity_text_buf.dispose
end
$game_temp.message_window_showing = false
if @input_number_window != nil
@input_number_window.dispose
end
super
end
#--------------------------------------------------------------------------
def update_cursor_rect
if @index >= 0
n = $game_temp.choice_start + @index
self.cursor_rect.set(4 + @indent + @face_indent, n * 25, @cursor_width, 32)
else
self.cursor_rect.empty
end
end
end
#=========================================
# ² CLASS Window_Message Ends
#=========================================
#=========================================
# ¼ Class Window_Frame Begins
#=========================================
class Window_Frame < Window_Base
def initialize(x, y, width, height)
super(x, y, width, height)
self.windowskin = RPG::Cache.windowskin($ams.name_box_skin)
self.contents = nil
end
#--------------------------------------------------------------------------
def dispose
super
end
end
#=========================================
# ² CLASS Window_Frame Ends
#=========================================
#=========================================
# ¼ CLASS Game_Map Additional Code Begins
#=========================================
class Game_Map
#Dubealex's Addition (from XRXS) to show Map Name on screen
def name
$map_infos[@map_id]
end
end
#=========================================
# ² CLASS Game_Map Additional Code Ends
#=========================================
#=========================================
# ¼ CLASS Scene_Title Additional Code Begins
#=========================================
class Scene_Title
#Dubealex's Addition (from XRXS) to show Map Name on screen
$map_infos = load_data("Data/MapInfos.rxdata")
for key in $map_infos.keys
$map_infos[key] = $map_infos[key].name
end
#Dubealex's addition to save data from the AMS in the save files
$ams = AMS.new
end
#=========================================
# ² CLASS Scene_Title Additional Code Ends
#=========================================
#=========================================
# ¼ CLASS Window_Base Additional Code Begins
#=========================================
class Window_Base < Window
#Dubealex Addition (from Phylomorphis) to use HTML Hex Code Colors
def hex_color(string)
red = 0
green = 0
blue = 0
if string.size != 6
print("Hex strings must be six characters long.")
print("White text will be used.")
return Color.new(255, 255, 255, 255)
end
for i in 1..6
s = string.slice!(/./m)
if s == "#"
print("Hex color string may not contain the \"#\" character.")
print("White text will be used.")
return Color.new(255, 255, 255, 255)
end
value = hex_convert(s)
if value == -1
print("Error converting hex value.")
print("White text will be used.")
return Color.new(255, 255, 255, 255)
end
case i
when 1
red += value * 16
when 2
red += value
when 3
green += value * 16
when 4
green += value
when 5
blue += value * 16
when 6
blue += value
end
end
return Color.new(red, green, blue, 255)
end
#--------------------------------------------------------------------------
def hex_convert(character)
case character
when "0"
return 0
when "1"
return 1
when "2"
return 2
when "3"
return 3
when "4"
return 4
when "5"
return 5
when "6"
return 6
when "7"
return 7
when "8"
return 8
when "9"
return 9
when "A"
return 10
when "B"
return 11
when "C"
return 12
when "D"
return 13
when "E"
return 14
when "F"
return 15
end
return -1
end
end
#=========================================
# ² CLASS Window_Base Additional Code Ends
#=========================================
#=========================================
# ¼ Class Air_Text Begins
#=========================================
class Air_Text < Window_Base
def initialize(x, y, designate_text, color=0)
super(x-16, y-16, 32 + designate_text.size * 12, 56)
self.opacity = 0
self.back_opacity = 0
self.contents = Bitmap.new(self.width - 32, self.height - 32)
w = self.contents.width
h = self.contents.height
self.contents.font.name = $ams.name_font_type
self.contents.font.size = $ams.name_font_size
self.contents.font.color = text_color(color)
self.contents.draw_text(0, 0, w, h, designate_text)
end
#--------------------------------------------------------------------------
def dispose
self.contents.clear
super
end
end
#==========================================
# ² CLASS Air_Text Ends
#==========================================
#===================================================
# ¼ CLASS Scene_Save Additional Code Begins
#===================================================
class Scene_Save < Scene_File
alias ams_original_write_save_data write_save_data
def write_save_data(file)
ams_original_write_save_data(file)
Marshal.dump($ams, file)
end
end
#===================================================
# ² CLASS Scene_Save Additional Code Ends
#===================================================
#===================================================
# ¼ CLASS Scene_Load Additional Code Begins
#===================================================
class Scene_Load < Scene_File
alias ams_original_read_save_data read_save_data
def read_save_data(file)
ams_original_read_save_data(file)
$ams = Marshal.load(file)
end
end
#===================================================
# ² CLASS Scene_Load Additional Code Ends
#===================================================
Wie benutzt man das Class changing System
Hier der Script
#==============================================================================
# Party & Class Changing System
#--------------------------------------------------------------------------
# Created By SephirothSpawn (11.27.05)
# Last Updated: 11.28.05
#==============================================================================
#==============================================================================
# Class Scene Title
#==============================================================================
class Scene_Title
#--------------------------------------------------------------------------
# * Alias' New Game Method
#--------------------------------------------------------------------------
alias new_game command_new_game
#--------------------------------------------------------------------------
# * Adds Base Stats For Enemies
#--------------------------------------------------------------------------
def command_new_game
# Sets Class Requirements
for i in 1...$data_classes.size
$data_classes[i].set_reqirements
end
# Sets Characters Sex
for i in 1...$data_actors.size
$data_actors[i].set_sex
end
new_game
end
end
#==============================================================================
# ** Module RPG
#==============================================================================
module RPG
#===========================================================================
# ** Class Actor
#===========================================================================
class Actor
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :sex
#--------------------------------------------------------------------------
# * Set Sex
#--------------------------------------------------------------------------
def set_sex
if @name.include?('(')
@sex = @name.slice!(@name.index('(')..@name.index(')')) == '(M)' ? 1 : 2
else
@sex = 1
end
end
end
#===========================================================================
# ** Class Class
#===========================================================================
class Class
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :level_requirements
attr_accessor :sex_requirements
#--------------------------------------------------------------------------
# * Set Requirements
#--------------------------------------------------------------------------
def set_reqirements
# Sets Level Requirements
@level_requirements = @name.include?('{') ?
eval (@name.slice!(@name.index('{')..@name.index('}'))) : {}
# Sets Sex Requirements
if @name.include?('(')
sex = @name.slice!(@name.index('(')..@name.index(')'))
@sex_requirements = sex == '(M)' ? 1 : 2
else
@sex_requirements = 0
end
end
end
end
#==============================================================================
# ** Class Window_Base
#==============================================================================
class Window_Base
#--------------------------------------------------------------------------
# * Draw Item Name
# item : item
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : draw text width
# align : text align
#--------------------------------------------------------------------------
def draw_item_name(item, x, y, width = 212, align = 0, type = 0)
if item == nil
case type
when 0 # Weapon
bitmap = RPG::Cache.icon("001-Weapon01")
when 1 # Shield
bitmap = RPG::Cache.icon("009-Shield01")
when 2 # Helmet
bitmap = RPG::Cache.icon("010-Head01")
when 3 # Armor
bitmap = RPG::Cache.icon("014-Body02")
when 4 # Accessory
bitmap = RPG::Cache.icon("016-Accessory01")
end
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), disabled_color.alpha)
self.contents.font.color = disabled_color
self.contents.draw_text(x + 28, y, width - 28, 32, "Nothing Equipped", align)
return
end
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.font.color = normal_color
self.contents.draw_text(x + 28, y, width - 28, 32, item.name, align)
end
#--------------------------------------------------------------------------
# * Draw Sprite
#--------------------------------------------------------------------------
def draw_sprite(x, y, name, hue, pose, frame, actor_contents = true)
bitmap = RPG::Cache.character(name, hue)
cw = bitmap.width / 4
ch = bitmap.height / 4
# Facing Direction
case pose
when 0 ;a = 0 # Down
when 1 ;a = ch # Left
when 2 ;a = ch * 3 # Up
when 3 ;a = ch * 2 # Right
end
# Current Animation Slide
case frame
when 0 ;b = 0
when 1 ;b = cw
when 2 ;b = cw * 2
when 3 ;b = cw * 3
end
# Bitmap Rectange
src_rect = Rect.new(b, a, cw, ch)
# Draws Bitmap
if actor_contents
@sprite_contents.bitmap.blt(x - cw / 2, y - ch, bitmap, src_rect)
else
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
end
#--------------------------------------------------------------------------
# Draw Bar
# Credit Near Fantastica for Orginal Script
#--------------------------------------------------------------------------
def draw_bar(x, y, min, max, width = 152, height = 20)
self.contents.fill_rect(x, y, width, height, Color.new(255, 255, 255, 100))
bar_color = Color.new(0, 0, 200, 255)
for i in 0..(width * min / max)
r = bar_color.red * (width - i) / width + 0 * i / width
g = bar_color.green * (width - i) / width + 0 * i / width
b = bar_color.blue * (width - i) / width + 0 * i / width
a = bar_color.alpha * (width - i) / width + 255 * i / width
self.contents.fill_rect(x + i, y, 1 , height, Color.new(r, g, b, a))
end
end
#--------------------------------------------------------------------------
# * Alias Update
#--------------------------------------------------------------------------
alias sprite_update update
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
sprite_update
unless @sprite_contents == nil
@sprite_contents.x = self.x + self.ox + 16
@sprite_contents.y = self.y + self.oy + 16
end
end
#--------------------------------------------------------------------------
# * Alias Dispose
#--------------------------------------------------------------------------
alias sprite_dispose dispose
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
sprite_dispose
unless @sprite_contents == nil
@sprite_contents.dispose
@sprite_contents.dispose
end
end
end
#==============================================================================
# ** Window_Selectable
#==============================================================================
class Window_Selectable < Window_Base
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :cursor_height
#--------------------------------------------------------------------------
# * Alias Initialization
#--------------------------------------------------------------------------
alias custom_int initialize
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
custom_int(x, y, width, height)
@cursor_height = 32
end
#--------------------------------------------------------------------------
# * Get Top Row
#--------------------------------------------------------------------------
def top_row
# Divide y-coordinate of window contents transfer origin by 1 row
# height of @cursor_height
return self.oy / @cursor_height
end
#--------------------------------------------------------------------------
# * Set Top Row
# row : row shown on top
#--------------------------------------------------------------------------
def top_row=(row)
# If row is less than 0, change it to 0
if row < 0
row = 0
end
# If row exceeds row_max - 1, change it to row_max - 1
if row > row_max - 1
row = row_max - 1
end
# Multiply 1 row height by 32 for y-coordinate of window contents
# transfer origin
self.oy = row * @cursor_height
end
#--------------------------------------------------------------------------
# * Get Number of Rows Displayable on 1 Page
#--------------------------------------------------------------------------
def page_row_max
# Subtract a frame height of 32 from the window height, and divide it by
# 1 row height of @cursor_height
return (self.height - 32) / @cursor_height
end
#--------------------------------------------------------------------------
# * Update Cursor Rectangle
#--------------------------------------------------------------------------
def update_cursor_rect
# If cursor position is less than 0
if @index < 0
self.cursor_rect.empty
return
end
# Get current row
row = @index / @column_max
# If current row is before top row
if row < self.top_row
# Scroll so that current row becomes top row
self.top_row = row
end
# If current row is more to back than back row
if row > self.top_row + (self.page_row_max - 1)
# Scroll so that current row becomes back row
self.top_row = row - (self.page_row_max - 1)
end
# Calculate cursor width
cursor_width = self.width / @column_max - 32
# Calculate cursor coordinates
x = @index % @column_max * (cursor_width + 32)
y = @index / @column_max * @cursor_height - self.oy
if self.active == true
# Update cursor rectangle
self.cursor_rect.set(x, y, cursor_width, @cursor_height)
end
end
end
#==============================================================================
# ** Window_Command
#==============================================================================
class Window_Command < Window_Selectable
#--------------------------------------------------------------------------
# * Unisable Item
# index : item number
#--------------------------------------------------------------------------
def undisable_item(index)
draw_item(index, normal_color)
end
end
#==============================================================================
# ** Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :class_levels
attr_accessor :class_exp
attr_accessor :class_skills
attr_accessor :sex
#--------------------------------------------------------------------------
# * Alias Setup
#--------------------------------------------------------------------------
alias class_setup setup
#--------------------------------------------------------------------------
# * Setup
#--------------------------------------------------------------------------
def setup(actor_id)
class_setup(actor_id)
@class_levels, @class_exp, @class_skills = [nil], [nil], [nil]
for i in 0...$data_classes.size
@class_levels.push(1)
@class_exp.push(0)
@class_skills.push([])
end
@sex = $data_actors[actor_id].sex
end
#--------------------------------------------------------------------------
# * Switch Class
#--------------------------------------------------------------------------
def switch_class(class_id)
# Updates Class Arrays
@class_levels[@class_id ] = @level
@class_exp[@class_id] = @exp
@class_skills[@class_id] = @skills
# Loads New Class ID
@class_id = class_id
# Loads Class Level & Exp Count
@level = @class_levels[class_id]
@exp = @class_exp[class_id]
@skills = @class_skills[class_id]
end
#--------------------------------------------------------------------------
# * Update Levels & Exp
#--------------------------------------------------------------------------
def update_classes
# Updates Class Arrays
@class_levels[@class_id ] = @level
@class_exp[@class_id] = @exp
@class_skills[@class_id] = @skills
end
end
#==============================================================================
# ** Class Game_Party
#==============================================================================
class Game_Party
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :reserve_actors
#--------------------------------------------------------------------------
# * Alias Initialization
#--------------------------------------------------------------------------
alias reserve_initialize initialize
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
reserve_initialize
@reserve_actors = []
end
#--------------------------------------------------------------------------
# * Add an Actor
# actor_id : actor ID
#--------------------------------------------------------------------------
def add_actor(actor_id)
# Get actor
actor = $game_actors[actor_id]
# If the party has less than 4 members and this actor is not in the party
if @actors.size < 4 and not @actors.include?(actor)
# Add actor
@actors.push(actor)
# Refresh player
$game_player.refresh
elsif @actors.size >= 4 and not @actors.include?(actor) and not @reserve_actors.include?(actor)
# Add actor
@reserve_actors.push(actor)
# Refresh player
$game_player.refresh
end
end
#--------------------------------------------------------------------------
# * Move To Reserve
# actor_id : actor ID
#--------------------------------------------------------------------------
def move_to_reserve(actor_id)
# Get actor
actor = $game_actors[actor_id]
if @actors.include?(actor)
@actors.delete(actor)
@reserve_actors.push(actor)
end
# Refresh player
$game_player.refresh
end
#--------------------------------------------------------------------------
# * Move To Party
# actor_id : actor ID
#--------------------------------------------------------------------------
def move_to_party(actor_id)
# Get actor
actor = $game_actors[actor_id]
if @reserve_actors.include?(actor)
@reserve_actors.delete(actor)
@actors.push(actor)
end
# Refresh player
$game_player.refresh
end
end
#==============================================================================
# ** Window_Member_Sprites
#==============================================================================
class Window_Member_Sprites < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x = 0, y = 384, width = 160)
super(x, y, width, 96)
self.z = 500
# Creates Contents
self.contents = Bitmap.new(width - 32, height - 32)
@sprite_contents = Sprite.new
@sprite_contents.bitmap = Bitmap.new(width - 32, height - 32)
@sprite_contents.z = 505
self.contents.font.size = 10
# Animation Varaibles
@pose, @frame = 0, 0
# Updates Window
update
end
#--------------------------------------------------------------------------
# * Refresh
# actors : $game_party.actors or $game_party.reserve_actors
#--------------------------------------------------------------------------
def refresh(actors)
# Clears Contents
contents.clear
@sprite_contents.bitmap.clear
# Stores Actors
@actors = actors.dup
# Adds Blank Actors
max = @actors == $game_party.actors ? 3 : 14
@actors.push(nil) until @actors.size > max
# Draw Sprites
draw_sprites
# Draws Info
draw_info
end
#--------------------------------------------------------------------------
# Draw Sprites
#--------------------------------------------------------------------------
def draw_sprites
@sprite_contents.bitmap.clear
for i in 0...@actors.size
actor = @actors[i]
if actor == nil
draw_sprite(i * 32 + 16, 64, "Empty", 0, @pose, @frame)
else
draw_sprite(i * 32 + 16, 64, actor.character_name, actor.character_hue , @pose, @frame)
end
end
end
#--------------------------------------------------------------------------
# Draw Information
#--------------------------------------------------------------------------
def draw_info
contents.clear
for i in 0...@actors.size
actor = @actors[i]
if actor == nil
contents.font.color = disabled_color
contents.draw_text(i * 32, 0, 32, 12, "Empty", 1)
else
contents.font.color = normal_color
contents.draw_text(i * 32, 0, 32, 12, actor.name, 1)
end
end
end
#--------------------------------------------------------------------------
# Frame Update
#--------------------------------------------------------------------------
def frame_update
@frame == 3 ? @frame = 0 : @frame += 1
draw_sprites
end
#--------------------------------------------------------------------------
# * Update Cursor Rectangle
#--------------------------------------------------------------------------
def update_cursor_rect(index)
self.cursor_rect.set(index * 32, 0, 32, 64)
end
#--------------------------------------------------------------------------
# Update Pose
# direction : 0 - Left 1 - Right
#--------------------------------------------------------------------------
def update_pose(direction)
if direction == 0
@pose == 0 ? @pose = 3 : @pose -= 1
else
@pose == 3 ? @pose = 0 : @pose += 1
end
draw_sprites
end
end
#==============================================================================
# ** Window_Party_Changing
#==============================================================================
class Window_Party_Changing < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 640, 288)
# Sets Cursor Height
self.cursor_height = 64
# Sets Index
self.index = 0
# Animated Sprite Counters
@pose, @frame = 0, 0
# Sets Up Window Contents
self.contents = Bitmap.new(width - 32, height - 32)
# Sprite Contents
@sprite_contents = Sprite.new
@sprite_contents.bitmap = Bitmap.new(width - 32, height - 32)
@sprite_contents.z = 500
# Updates Window
update
end
#--------------------------------------------------------------------------
# * Refresh
# actors : $game_party.actors or $game_party.reserve_actors
#--------------------------------------------------------------------------
def refresh(actors)
# Clears Contents
contents.clear
@sprite_contents.bitmap.clear
# Duplicates Actors
@actors = actors.dup
# Checks Actors List
max = @actors == $game_party.actors ? 3 : 0
@actors.push(nil) until @actors.size > max
# Sets Up Item Max
@item_max = @actors.size
# Draw Sprites
draw_sprites
# Draws Info
draw_info
end
#--------------------------------------------------------------------------
# Draws Sprites
#--------------------------------------------------------------------------
def draw_sprites
@sprite_contents.bitmap.clear
# Draws actors
for i in 0...@actors.size
actor = @actors[i]
y = i * 64 + 8
if actor == nil
draw_sprite(20, y + 48, "Empty", 0, @pose, @frame)
else
draw_sprite(20, y + 48, actor.character_name, actor.character_hue , @pose, @frame)
end
end
end
#--------------------------------------------------------------------------
# Draws Information
#--------------------------------------------------------------------------
def draw_info
contents.clear
# Draws actors
for i in 0...@actors.size
actor = @actors[i]
y = i * 64 + 8
if actor == nil
contents.font.size = 40
contents.font.color = disabled_color
contents.draw_text(60, y - 8, contents.width, 64, "Empty Position")
else
contents.font.size = 22
# Draws Name
contents.font.color = normal_color
contents.draw_text(60, y, 90, 24, actor.name)
# Draws Class
contents.draw_text(60, y + 24, 90, 24, $data_classes[actor.class_id].name)
# Draws Level
contents.font.color = system_color
contents.draw_text(160, y, 100, 24, "Level")
contents.font.color = normal_color
contents.draw_text(160, y, 100, 24, actor.level.to_s, 2)
# Draws State
state = make_battler_state_text(actor, 112, true)
contents.font.color = actor.hp == 0 ? knockout_color : normal_color
contents.draw_text(160, y + 24, 100, 24, state)
# Draws Experience
contents.font.color = system_color
contents.draw_text(274, y, 160, 24, "Exp")
contents.font.color = normal_color
contents.draw_text(274, y, 160, 24, actor.exp.to_s, 2)
# Draws Next Level Bar
draw_bar(270, y + 26, actor.exp, actor.next_exp_s.to_i, 168)
# Draws Next Level
contents.font.color = system_color
contents.draw_text(274, y + 24, 160, 24, "Next Level")
contents.font.color = normal_color
contents.draw_text(274, y + 24, 160, 24, actor.next_rest_exp_s.to_s, 2)
# Draw HP Bar
draw_bar(446, y + 2, actor.hp, actor.maxhp)
# Draw MP Bar
draw_bar(446, y + 26, actor.sp, actor.maxsp)
# Draws HP
contents.font.size = 22
contents.font.color = system_color
contents.draw_text(452, y, 160, 24, $data_system.words.hp)
contents.font.size = 16
contents.font.color = actor.hp == 0 ? knockout_color : normal_color
contents.draw_text(452, y, 140, 24, "#{actor.hp} / #{actor.maxhp}", 2)
# Draws SP
contents.font.size = 22
contents.font.color = system_color
contents.draw_text(452, y + 24, 160, 24, $data_system.words.sp)
contents.font.size = 16
contents.font.color = actor.sp == 0 ? knockout_color : normal_color
contents.draw_text(452, y + 24, 140, 24, "#{actor.sp} / #{actor.maxsp}", 2)
end
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def frame_update
@frame == 3 ? @frame = 0 : @frame += 1
draw_sprites
end
#--------------------------------------------------------------------------
# * Update Pose
# direction : 0 - Left 1 - Right
#--------------------------------------------------------------------------
def update_pose(direction)
if direction == 0
@pose == 0 ? @pose = 3 : @pose -= 1
else
@pose == 3 ? @pose = 0 : @pose += 1
end
draw_sprites
end
end
#==============================================================================
# ** Window Class Changing
#==============================================================================
class Window_Class_Changing < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 64, 160, 320)
# Sets Cursor Height
self.cursor_height = 72
# Sets Index
self.index = 0
# Animated Sprite Counters
@pose, @frame = 0, 0
# Window Contents
self.contents = Bitmap.new(width - 32, height - 32)
# Refreshes Window Contents
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
# Clears Contents
contents.clear
# Duplicates Actors
@actors = $game_party.actors.dup
# Checks Actors List
@actors.push(nil) until @actors.size > 3
# Sets Up Item Max
@item_max = @actors.size
# Draw Actors Info
contents.clear
for i in 0...@item_max
actor = @actors[i]
y = i * 72
# Draws Animated Sprite
if actor == nil
draw_sprite(20, y + 66, "Empty", 0, @pose, @frame, false)
contents.font.color = disabled_color
contents.draw_text(32, y + 2, contents.width - 40, 24, "", 2)
contents.draw_text(32, y + 24, contents.width - 40, 24, "Empty", 2)
contents.draw_text(32, y + 46, contents.width - 40, 24, "", 2)
else
draw_sprite(20, y + 66, actor.character_name, actor.character_hue , @pose, @frame, false)
contents.font.color = normal_color
# Draws Name
contents.draw_text(32, y + 2, contents.width - 40, 24, actor.name, 2)
# Draws Class
contents.draw_text(32, y + 24, contents.width - 40, 24, $data_classes[actor.class_id].name, 2)
# Draws Level
contents.draw_text(32, y + 46, contents.width - 40, 24, "Level: #{actor.level}", 2)
end
end
end
# Frame Update
#--------------------------------------------------------------------------
def frame_update
@frame == 3 ? @frame = 0 : @frame += 1
refresh
end
#--------------------------------------------------------------------------
# Update Pose
# direction : 0 - Left 1 - Right
#--------------------------------------------------------------------------
def update_pose(direction)
if direction == 0
@pose == 0 ? @pose = 3 : @pose -= 1
else
@pose == 3 ? @pose = 0 : @pose += 1
end
refresh
end
end
#==============================================================================
# ** Window Character Status
#==============================================================================
class Window_Character_Status < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
#--------------------------------------------------------------------------
def initialize
super(160, 64, 480, 416)
# Animation Varaibles
@pose, @frame = 0, 0
# Window Contents
self.contents = Bitmap.new(width - 32, height - 32)
# Refreshes Contents
refresh($game_party.actors[0])
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh(actor)
# Clears Contents
contents.clear
# Stores Actor
@actor = actor
if actor == nil
draw_sprite(contents.width / 2, contents.height / 2, "Empty", 0, @pose, @frame, false)
# Draws Empty Text
contents.font.size = 48
contents.font.color = system_color
contents.font.color.alpha = disabled_color.alpha
contents.draw_text(0, contents.height / 2, contents.width, 48, "Empty Position", 1)
else
draw_sprite(40, 80, actor.character_name, actor.character_hue , @pose, @frame, false)
contents.font.size = 22
contents.font.color = normal_color
# Draws Name
contents.draw_text(-8, 4, 96, 24, actor.name, 1)
# Draws State
state = make_battler_state_text(actor, 112, true)
contents.font.color = actor.hp == 0 ? knockout_color : normal_color
contents.draw_text(96, 8, 96, 24, state, 1)
# Draws Class
contents.font.color = system_color
contents.draw_text(96, 32, 96, 24, actor.class_name, 1)
# Draws Level
contents.font.color = system_color
contents.draw_text(96, 56, 96, 24, "Level :")
contents.font.color = normal_color
contents.draw_text(96, 56, 96, 24, actor.level.to_s, 2)
# Draws Experience
contents.font.color = system_color
contents.draw_text(224, 8, 224, 24, "Experience :")
contents.font.color = normal_color
contents.draw_text(216, 8, 224, 24, actor.exp_s, 2)
# Next Level Experience
contents.font.color = system_color
contents.draw_text(224, 32, 224, 24, "Next Level :")
contents.font.color = normal_color
contents.draw_text(216, 32, 224, 24, actor.next_rest_exp_s, 2)
# Draws Next Level Bar
draw_bar(224, 58, actor.exp, actor.next_exp_s.to_i, 216)
# Draws HP Bar
draw_bar(32, 126, actor.hp, actor.maxhp, 228, 24)
# Draws HP
contents.font.color = system_color
contents.draw_text(40, 126, 224, 24, "HP")
contents.font.color = normal_color
contents.draw_text(32, 126, 224, 24, "#{actor.hp} / #{actor.maxhp}", 2)
# Draws SP Bar
draw_bar(32, 158, actor.sp, actor.maxsp, 228, 24)
# Draws SP
contents.font.color = system_color
contents.draw_text(40, 158, 224, 24, "SP")
contents.font.color = normal_color
contents.draw_text(32, 158, 224, 24, "#{actor.sp} / #{actor.maxsp}", 2)
# Draws Equiped Items
draw_item_name($data_weapons[actor.weapon_id], 36, 190, 224, 2, 0)
draw_item_name($data_armors[actor.armor1_id], 36, 222, 224, 2, 1)
draw_item_name($data_armors[actor.armor2_id], 36, 254, 224, 2, 2)
draw_item_name($data_armors[actor.armor3_id], 36, 286, 224, 2, 3)
draw_item_name($data_armors[actor.armor4_id], 36, 318, 224, 2, 4)
# Draws Stats
stat_names = [$data_system.words.str, $data_system.words.dex, $data_system.words.agi,
$data_system.words.int, $data_system.words.atk, $data_system.words.pdef, $data_system.words.mdef, "Evasion"]
stats = [actor.str, actor.dex, actor.agi, actor.int, actor.atk, actor.pdef, actor.mdef, actor.eva]
for i in 0...stats.size
contents.font.color = system_color
contents.draw_text(278, 108 + i * 32, 170, 24, stat_names[i])
contents.font.color = normal_color
contents.draw_text(270, 108 + i * 32, 170, 24, stats[i].to_s, 2)
end
end
end
#--------------------------------------------------------------------------
# Frame Update
#--------------------------------------------------------------------------
def frame_update
@frame == 3 ? @frame = 0 : @frame += 1
refresh(@actor)
end
#--------------------------------------------------------------------------
# Update Pose
# direction : 0 - Left 1 - Right
#--------------------------------------------------------------------------
def update_pose(direction)
if direction == 0
@pose == 0 ? @pose = 3 : @pose -= 1
else
@pose == 3 ? @pose = 0 : @pose += 1
end
refresh(@actor)
end
end
#==============================================================================
# ** Window_Class_Status
#==============================================================================
class Window_Class_Status < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(160, 64, 480, 416)
# Creates Contents
self.contents = Bitmap.new(width - 32, height - 32)
# Animation Varaibles
@pose, @frame = 0, 0
# Refreshes Contents
refresh($game_party.actors[0], $data_classes[1])
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh(actor, current_class)
# Clears Contents
contents.clear
# Requirements Met (For Return)
@requirements_met = true
# Stores Variables for Refreshing
@actor = actor
@current_class = current_class
# Draws Actors Info
contents.font.size = 22
contents.font.color = normal_color
# Draws Name of Actor
contents.draw_text(0, 4, contents.width / 3, 24, actor.name, 1)
# Draws Actor Sprite
draw_sprite(contents.width / 6, 82, actor.character_name, actor.character_hue , @pose, @frame, false)
# Current Class
contents.font.color = system_color
contents.draw_text(contents.width / 3 + 4, 4, contents.width / 3, 24, actor.class_name, 1)
# Current Level
contents.draw_text(contents.width / 3 + 4, 30, contents.width / 3, 24, "Level :")
contents.font.color = normal_color
contents.draw_text(contents.width / 3 - 4, 30, contents.width / 3, 24, actor.level.to_s, 2)
# Current Experience
contents.font.color = system_color
contents.draw_text(contents.width / 3 + 4, 56, contents.width / 3, 24, "Experience :")
contents.font.color = normal_color
contents.draw_text(contents.width / 3 - 4, 56, contents.width / 3, 24, actor.exp_s, 2)
# Checks to Make Sure Current Class isn't Nil
if current_class == nil
contents.font.size = 32
contents.font.color = system_color
contents.draw_text(0, contents.width / 2 - 18, contents.width, 36, "Return to Actors", 1)
else
contents.font.size = 22
contents.font.color = normal_color
# Next Class
contents.font.color = system_color
contents.draw_text(contents.width / 3 * 2 + 4 , 4, contents.width / 3, 26, current_class.name, 1)
# Next Level
contents.draw_text(contents.width / 3 * 2 + 4, 30, contents.width / 3, 26, "Level :")
contents.font.color = normal_color
contents.draw_text(contents.width / 3 * 2 - 4, 30, contents.width / 3, 26, actor.class_levels[current_class.id].to_s, 2)
# Next Experience
contents.font.color = system_color
contents.draw_text(contents.width / 3 * 2 + 4, 56, contents.width / 3, 26, "Experience :")
contents.font.color = normal_color
contents.draw_text(contents.width / 3 * 2 - 4, 56, contents.width / 3, 26, actor.class_exp[current_class.id].to_s, 2)
pos = current_class.position == 0 ? "Front Row" : current_class.position == 1 ? "Middle Row" : "Back Row"
contents.draw_text(0, 96, contents.width, 24, "#{current_class.name}: #{pos}", 1)
contents.font.color = system_color
# Draws Class Requirements
contents.draw_text(0, 120, contents.width, 24, "Requirements", 1)
contents.draw_text(4, 144, contents.width, 24, "Sex Requirement:")
# Sex Requirements
contents.font.color = normal_color
sex_req = current_class.sex_requirements
if sex_req == 0 or sex_req == actor.sex
contents.font.color = normal_color
else
contents.font.color = disabled_color
end
contents.draw_text(32, 168, contents.width, 24, sex_req == 0 ? "None" : sex_req == 1 ? "Male" : "Female")
contents.draw_text(- 8, 168, contents.width, 24, actor.sex == 1 ? "Male" : "Female", 2)
# Checks if Requirements met
@requirements_met = false unless sex_req == 0 or sex_req == actor.sex
# Class Level Requirements
contents.font.color = system_color
contents.draw_text(4, 192, contents.width, 24, "Class Requirement:")
contents.draw_text(32, 216, contents.width, 24, "Class")
contents.draw_text(160, 216, contents.width, 24, "Req. Level")
contents.draw_text(-8, 216, contents.width, 24, "Current Level", 2)
contents.font.color = normal_color
# Class Requirement Arrays
classes, level_reqs, levels = [], [], []
current_class.level_requirements.each_key { |key|
classes.push($data_classes[key].name)
level_reqs.push(current_class.level_requirements[key])
levels.push(actor.class_levels[$data_classes[key].id]) }
for i in 0...classes.size
if levels[i] >= level_reqs[i]
contents.font.color = normal_color
else
contents.font.color = disabled_color
@requirements_met = false
end
contents.draw_text(32, 240 + i * 24, contents.width, 24, classes[i])
contents.draw_text(160, 240 + i * 24, contents.width, 24, level_reqs[i].to_s)
contents.draw_text(-8, 240 + i * 24, contents.width, 24, levels[i].to_s, 2)
end
end
end
#--------------------------------------------------------------------------
# Frame Update
#--------------------------------------------------------------------------
def frame_update
@frame == 3 ? @frame = 0 : @frame += 1
refresh(@actor, @current_class)
end
#--------------------------------------------------------------------------
# Check Requirements
#--------------------------------------------------------------------------
def check
return @requirements_met
end
end
#==============================================================================
# ** Scene Party Changer
#==============================================================================
class Scene_Party_Changer
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Current Phase
@phase = 0
# Frame Update (For Sprite Animations)
@update_frame = 0
# Help Window
@help_window = Window_Help.new
@help_window.set_text("Select Member To Transfer to Reserves", 1)
@help_window.z = 9999
# Active Party Window
@active_actors_window = Window_Party_Changing.new
@active_actors_window.refresh($game_party.actors)
@active_actors_window.y = 64
# Reserve Party Window
@reserver_actors_window = Window_Party_Changing.new
@reserver_actors_window.refresh($game_party.reserve_actors)
@reserver_actors_window.y = 352
@reserver_actors_window.active = false
# Active Party Sprites
@active_actors_sprites = Window_Member_Sprites.new
@active_actors_sprites.refresh($game_party.actors)
@active_actors_sprites.update_cursor_rect(0)
# Reserve Party Sprites
@reserve_actors_sprites = Window_Member_Sprites.new(160, 384, 480)
@reserve_actors_sprites.refresh($game_party.reserve_actors)
@reserve_actors_sprites.update_cursor_rect(0)
# Scene Objects
@objects = [@help_window, @active_actors_window, @reserver_actors_window,
@active_actors_sprites, @reserve_actors_sprites]
Graphics.transition
# Main loop
while $scene == self
# Update game screen
Graphics.update
# Update input information
Input.update
# Objects Update
@objects.each {|x| x.update}
# Animated Sprites Update
@update_frame += 1
if @update_frame == 10
@update_frame = 0
@objects.each {|x| x.frame_update unless x == @help_window}
end
# Updates Poses
if Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@objects.each {|x| x.update_pose(0) unless x == @help_window}
elsif Input.trigger?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@objects.each {|x| x.update_pose(1) unless x == @help_window}
end
# Frame update
@phase == 0 ? active_update : reserve_update
end
# Prepare for transition
Graphics.freeze
# Disposes Objects
@objects.each {|x| x.dispose}
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def active_update
# Slides Windows
@active_actors_window.y += 8 if @active_actors_window.y < 64
@reserver_actors_window.y += 8 if @reserver_actors_window.y < 352
# Updates Cursor Rectangles
if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
@active_actors_sprites.update_cursor_rect(@active_actors_window.index)
# Exits Scene
elsif Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
# Selects Party Spot to Switch Spot With
elsif Input.trigger?(Input::C)
actor = $game_party.actors[@active_actors_window.index]
if $game_party.reserve_actors.size == 0
$game_system.se_play($data_system.buzzer_se)
@help_window.set_text("No Reserve Actors to Switch With", 1)
else
$game_system.se_play($data_system.decision_se)
@active_actors_window.active = false
@reserver_actors_window.active = true
text = actor == nil ?
"Select Member to Add to Party" : "Select Member to Switch Spots with #{actor.name}"
@help_window.set_text(text, 1)
@phase = 1
end
end
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def reserve_update
# Slides Windows
@active_actors_window.y -= 8 if @active_actors_window.y > -192
@reserver_actors_window.y -= 8 if @reserver_actors_window.y > 96
# Updates Cursor Rectangles
if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
@reserve_actors_sprites.update_cursor_rect(@reserver_actors_window.index)
# Returns to Main Phase
elsif Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@help_window.set_text("Select Member To Transfer to Reserves", 1)
@active_actors_window.active = true
@reserver_actors_window.active = false
@phase = 0
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
active_member = $game_party.actors[@active_actors_window.index]
reserve_member = $game_party.reserve_actors[@reserver_actors_window.index]
$game_party.move_to_reserve(active_member.id) unless active_member == nil
$game_party.move_to_party(reserve_member.id)
[@active_actors_window, @active_actors_sprites].each {|x| x.refresh($game_party.actors)}
[@reserver_actors_window, @reserve_actors_sprites].each {|x| x.refresh($game_party.reserve_actors)}
@active_actors_window.active = true
@reserver_actors_window.active = false
@phase = 0
end
end
end
#==============================================================================
# ** Scene Class Changer
#==============================================================================
class Scene_Class_Changer
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Updates Actors Class Arrays
for actor in $game_party.actors
actor.update_classes
end
# Frame Update (For Sprite Animations)
@update_frame = 0
# Help Window
@help_window = Window_Help.new
@help_window.set_text("Select Actor to Change Class", 1)
# Actors Window
@actors_window = Window_Class_Changing.new
# Class Window
commands = ["Back"]
for job in $data_classes
commands.push(job.name) unless job == nil
end
@class_window = Window_Command.new(160, commands)
@class_window.y = 64
@class_window.height = 320
@class_window.active = @class_window.visible = false
# Sprites Window
@sprites_window = Window_Member_Sprites.new
@sprites_window.refresh($game_party.actors)
@sprites_window.frame_update
@sprites_window.update_cursor_rect(0)
# Character Window
@character_status_window = Window_Character_Status.new
# Class Window
@class_status_window = Window_Class_Status.new
@class_status_window.visible = false
# Scene Objects
@objects = [@help_window, @actors_window, @class_window, @sprites_window,
@character_status_window, @class_status_window]
Graphics.transition
# Main loop
while $scene == self
# Update game screen
Graphics.update
# Update input information
Input.update
# Objects Update
@objects.each {|x| x.update}
# Animated Sprites Update
@update_frame += 1
if @update_frame == 5
@update_frame = 0
[@actors_window, @sprites_window, @character_status_window, @class_status_window].each {|x| x.frame_update unless x.visible == false}
end
# Frame update
update
end
# Prepare for transition
Graphics.freeze
# Disposes Objects
@objects.each {|x| x.dispose}
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
# Sets Disabled and Undisabled Items
if @class_window.active
for i in 1...$data_classes.size
if check_class($game_party.actors[@actors_window.index], $data_classes[i])
@class_window.undisable_item(i)
else
@class_window.disable_item(i)
end
end
end
# Updates Actor Cursor Rectangle
@sprites_window.update_cursor_rect(@actors_window.index)
# ~ Input Processing ~
if Input.trigger?(Input::RIGHT)
for actor in $game_party.actors
actor.exp += 100
end
end
if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
if @character_status_window.visible
@character_status_window.refresh($game_party.actors[@actors_window.index])
else
@class_status_window.refresh($game_party.actors[@actors_window.index], $data_classes[@class_window.index])
end
elsif Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
if @actors_window.active
$scene = Scene_Map.new
else
@class_window.index = 0
@actors_window.visible = @actors_window.active = true
@class_window.visible = @class_window.active = false
@character_status_window.visible = true
@class_status_window.visible = false
@character_status_window.refresh($game_party.actors[@actors_window.index])
end
elsif Input.trigger?(Input::C)
if @actors_window.active
if $game_party.actors[@actors_window.index] == nil
$game_system.se_play($data_system.buzzer_se)
else
$game_system.se_play($data_system.decision_se)
@actors_window.visible = @actors_window.active = false
@class_window.visible = @class_window.active = true
@index = @actors_window.index
@class_status_window.refresh($game_party.actors[@index], $data_classes[@class_window.index])
@character_status_window.visible = false
@class_status_window.visible = true
@help_window.set_text("Select Class to Change #{$game_party.actors[@index].name} To", 1)
end
else
if @class_window.index == 0
$game_system.se_play($data_system.decision_se)
@actors_window.visible = @actors_window.active = true
@class_window.visible = @class_window.active = false
@character_status_window.refresh($game_party.actors[@actors_window.index])
@character_status_window.visible = true
@class_status_window.visible = false
@help_window.set_text("Select Actor to Change Class", 1)
else
if @class_status_window.check
$game_system.se_play($data_system.decision_se)
class_ = $data_classes[@class_window.index]
$game_party.actors[@index].switch_class(class_.id)
@help_window.set_text("#{$game_party.actors[@index].name} Changed to a #{class_.name}", 1)
else
$game_system.se_play($data_system.buzzer_se)
@help_window.set_text("Class Requirements Not Met", 1)
end
end
end
end
end
#--------------------------------------------------------------------------
# * Check Class
#--------------------------------------------------------------------------
def check_class(actor, job)
requirements_met = true
sex_req = job.sex_requirements
requirements_met = false unless sex_req == 0 or sex_req == actor.sex
classes, level_reqs, levels = [], [], []
job.level_requirements.each_key { |key|
classes.push($data_classes[key].name)
level_reqs.push(job.level_requirements[key])
levels.push(actor.class_levels[$data_classes[key].id]) }
for i in 0...classes.size
unless levels[i] >= level_reqs[i]
requirements_met = false
end
end
return requirements_met
end
end
So und jetzt mein schlimmstes Problem , der Questlog .. habs eh richtig nur bei Zusätzliche Option öffnet es sich nicht sondern es kommt das :
Hier deR Script
#/////////////////////////////Scene_Menu erweitert////////////////////////////
#~~~~~~~~~~~~~~~~~~by Caesar~~~~~~~~~~~~~~~~~
#\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
# Standardmenü mit einer zusätzlichen Option, die ein Common
# Event aufruft
#==================Parameter=================
# Name des neuen Menüpunktes
OPTION_NAME = "Aufgaben"
# ID des Common Events, das bei Auswahl der Option aufgerufen wird
MENU_COMMON_EVENT_ID = 5
#=========================================
class Scene_Menu
def initialize(menu_index = 0)
@menu_index = menu_index
end
#-----------------------
def main
s1 = $data_system.words.item
s2 = $data_system.words.skill
s3 = $data_system.words.equip
s4 = "Status"
s5 = "Speichern"
s6 = "Beenden"
#~~~~~~~~~~
s7 = OPTION_NAME
#~~~~~~~~~~
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
@command_window.index = @menu_index
if $game_party.actors.size == 0
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
if $game_system.save_disabled
@command_window.disable_item(4)
end
@playtime_window = Window_PlayTime.new
@playtime_window.x = 0
@playtime_window.y = 256
@steps_window = Window_Steps.new
@steps_window.x = 0
@steps_window.y = 320
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = 416
@status_window = Window_MenuStatus.new
@status_window.x = 160
@status_window.y = 0
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@command_window.dispose
@playtime_window.dispose
@steps_window.dispose
@gold_window.dispose
@status_window.dispose
end
#-----------------------
def update
@command_window.update
@playtime_window.update
@steps_window.update
@gold_window.update
@status_window.update
if @command_window.active
update_command
return
end
if @status_window.active
update_status
return
end
end
#-----------------------
def update_command
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
if Input.trigger?(Input::C)
if $game_party.actors.size == 0 and @command_window.index < 4
$game_system.se_play($data_system.buzzer_se)
return
end
case @command_window.index
when 0
$game_system.se_play($data_system.decision_se)
$scene = Scene_Item.new
when 1
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 2
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 3
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
when 4
if $game_system.save_disabled
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Save.new
when 5
$game_system.se_play($data_system.decision_se)
$scene = Scene_End.new
#~~~~~~~~~~~~~
when 6
$game_system.se_play($data_system.decision_se)
$game_temp.common_event_id = MENU_COMMON_EVENT_ID
$scene = Scene_Map.new
#~~~~~~~~~~~~~
end
return
end
end
#-----------------------
def update_status
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@status_window.active = false
@status_window.index = -1
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 1
if $game_party.actors[@status_window.index].restriction >= 2
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
$scene = Scene_Skill.new(@status_window.index)
when 2
$game_system.se_play($data_system.decision_se)
$scene = Scene_Equip.new(@status_window.index)
when 3
$game_system.se_play($data_system.decision_se)
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end
#===================
#~~~~~~~~~~~~
class Window_PlayTime < Window_Base
def initialize
super(0, 0, 160, 64)
self.contents = Bitmap.new(width-32, height-32)
refresh
end
#------------
def refresh
self.contents.clear
@total_sec = Graphics.frame_count / Graphics.frame_rate
hour = @total_sec / 60 / 60
min = @total_sec / 60 % 60
sec = @total_sec % 60
text = sprintf("%02d:%02d:%02d", hour, min, sec)
self.contents.draw_text(4, 0, 120, 32, text, 1)
end
end
#~~~~~~~~~~~
Hier der Screen ..
http://www.linuxseiten.com/service/probe/php_scripte/download_0.1/upload/Unbenannt3.PNG