Zitat von Dragenai Wie benutzt man das AMS ? Adventes Message Script oder so. Hier der Script PHP-Code: #===================================================# AMS - Advanced Message Script - R4 [Update #2]#===================================================# For more infos and update, visit:# [url]www.dubealex.com[/url] (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 AMSattr_accessor :name_box_x_offsetattr_accessor :name_box_y_offsetattr_accessor :font_typeattr_accessor :name_font_typeattr_accessor :font_sizeattr_accessor :name_font_sizeattr_accessor :message_box_opacityattr_accessor :name_box_skinattr_accessor :name_box_text_colorattr_accessor :message_box_text_colorattr_accessor :message_box_skinattr_accessor :name_box_widthattr_accessor :name_box_heightattr_accessor :message_widthattr_accessor :message_heightattr_accessor :message_xattr_accessor :message_y_bottomattr_accessor :message_y_middleattr_accessor :message_y_topattr_accessor :event_message_x_ofsetattr_accessor :event_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=48endend#===================================================# ² CLASS AMS Ends#===================================================#===================================================# ¼ Class Window_Message Begins#===================================================class Window_Message < Window_Selectable alias xrxs9_initialize initializedef initialize@alex_skip = falsexrxs9_initializeif $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 = nilend@opacity_text_buf = Bitmap.new(32, 32)end#--------------------------------------------------------------------------alias xrxs9_terminate_message terminate_messagedef terminate_messageif @name_window_frame != nil @name_window_frame.dispose @name_window_frame = nilendif @name_window_text != nil @name_window_text.dispose @name_window_text = nilendxrxs9_terminate_messageend#--------------------------------------------------------------------------def refreshself.contents.clearself.contents.font.color = text_color($ams.message_box_text_color)self.contents.font.name = $ams.font_typeself.contents.font.size = $ams.font_sizeself.windowskin = RPG::Cache.windowskin($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 = -2if $game_temp.choice_start == 0 @x = 8endif $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 endendreset_windowif $game_temp.choice_max > 0 @item_max = $game_temp.choice_max self.active = true self.index = 0endif $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 * 32endend#--------------------------------------------------------------------------def updatesuperif @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 returnend@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 returnendif @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 returnendif @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 returnendif @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 returnendif 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 returnendend#--------------------------------------------------------------------------def get_character(parameter)case parameterwhen 0 return $game_playerelse events = $game_map.events return events == nil ? nil : events[parameter]endend#--------------------------------------------------------------------------def reset_window#MESSAGE_SIZE#MESSAGE_POSITIONif @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 endelsif @popchar == -1 self.x = -4 self.y = -4 self.width = 648 self.height = 488else 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 = $ams.message_height endendself.contents = Bitmap.new(self.width - 32, self.height - 32)self.contents.font.color = text_color($ams.message_box_text_color)self.contents.font.name = $ams.font_typeself.contents.font.size = $ams.font_sizeif @face_file != nil self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))endif @popchar == -1 self.opacity = 255 self.back_opacity = 0elsif $game_system.message_frame == 0 self.opacity = 255 self.back_opacity = $ams.message_box_opacityelse self.opacity = 0 self.back_opacity = $ams.message_box_opacityendend#--------------------------------------------------------------------------def gaiji_draw(x, y, num)if @gaiji_cache == nil return 0else 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 sizeendend#--------------------------------------------------------------------------def line_heightreturn 32if self.contents.font.size >= 20 and self.contents.font.size <= 24 return 32else return self.contents.font.size * 15 / 10endend#--------------------------------------------------------------------------def ruby_draw_text(target, x, y, str,opacity)sizeback = target.font.sizetarget.font.size * 3 / 2 > 32 ? rubysize = 32 - target.font.size : rubysize = target.font.size / 2rubysize = [rubysize, 6].maxopacity = [[opacity, 0].max, 255].minsplit_s = str.split(/,/)split_s[0] == nil ? split_s[0] = "" : nilsplit_s[1] == nil ? split_s[1] = "" : nilheight = sizeback + rubysizewidth = target.text_size(split_s[0]).widthtarget.font.size = rubysizeruby_width = target.text_size(split_s[1]).widthtarget.font.size = sizebackbuf_width = [target.text_size(split_s[0]).width, ruby_width].maxwidth - ruby_width != 0 ? sub_x = (width - ruby_width) / 2 : sub_x = 0if 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 widthelse 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 widthendend#--------------------------------------------------------------------------def convart_value(option, index)option == nil ? option = "" : niloption.downcase!case optionwhen "i" unless $data_items[index].name == nil r = sprintf("\030[%s]%s", $data_items[index].icon_name, $data_items[index].name) endwhen "w" unless $data_weapons[index].name == nil r = sprintf("\030[%s]%s", $data_weapons[index].icon_name, $data_weapons[index].name) endwhen "a" unless $data_armors[index].name == nil r = sprintf("\030[%s]%s", $data_armors[index].icon_name, $data_armors[index].name) endwhen "s" unless $data_skills[index].name == nil r = sprintf("\030[%s]%s", $data_skills[index].icon_name, $data_skills[index].name) endelse r = $game_variables[index]endr == nil ? r = "" : nilreturn rend#--------------------------------------------------------------------------def disposeterminate_messageif @gaiji_cache != nil unless @gaiji_cache.disposed? @gaiji_cache.dispose endendunless @opacity_text_buf.disposed? @opacity_text_buf.disposeend$game_temp.message_window_showing = falseif @input_number_window != nil @input_number_window.disposeendsuperend#--------------------------------------------------------------------------def update_cursor_rectif @index >= 0 n = $game_temp.choice_start + @index self.cursor_rect.set(4 + @indent + @face_indent, n * 25, @cursor_width, 32)else self.cursor_rect.emptyendendend#=========================================# ² CLASS Window_Message Ends#=========================================#=========================================# ¼ Class Window_Frame Begins#=========================================class Window_Frame < Window_Basedef initialize(x, y, width, height)super(x, y, width, height)self.windowskin = RPG::Cache.windowskin($ams.name_box_skin)self.contents = nilend#--------------------------------------------------------------------------def disposesuperendend#=========================================# 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 screendef name$map_infos[@map_id]endend#=========================================# ² CLASS Game_Map Additional Code Ends#=========================================#=========================================# ¼ CLASS Scene_Title Additional Code Begins#=========================================class Scene_Title#Dubealex's Addition (from XRXS) to show Map Name on screen$map_infos = load_data("Data/MapInfos.rxdata")for key in $map_infos.keys $map_infos[key] = $map_infos[key].nameend#Dubealex's addition to save data from the AMS in the save files$ams = AMS.newend#=========================================# 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 Colorsdef 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 -1endend#=========================================# ² CLASS Window_Base Additional Code Ends#=========================================#=========================================# ¼ Class Air_Text Begins#=========================================class Air_Text < Window_Basedef initialize(x, y, designate_text, color=0)super(x-16, y-16, 32 + designate_text.size * 12, 56)self.opacity = 0self.back_opacity = 0self.contents = Bitmap.new(self.width - 32, self.height - 32)w = self.contents.widthh = self.contents.heightself.contents.font.name = $ams.name_font_typeself.contents.font.size = $ams.name_font_sizeself.contents.font.color = text_color(color)self.contents.draw_text(0, 0, w, h, designate_text)end#--------------------------------------------------------------------------def disposeself.contents.clearsuperendend#==========================================# ² CLASS Air_Text Ends#==========================================#===================================================# ¼ CLASS Scene_Save Additional Code Begins#===================================================class Scene_Save < Scene_Filealias ams_original_write_save_data write_save_datadef write_save_data(file) ams_original_write_save_data(file) Marshal.dump($ams, file)endend#===================================================# ² CLASS Scene_Save Additional Code Ends#===================================================#===================================================# ¼ CLASS Scene_Load Additional Code Begins#===================================================class Scene_Load < Scene_Filealias ams_original_read_save_data read_save_datadef read_save_data(file) ams_original_read_save_data(file) $ams = Marshal.load(file)endend#===================================================# ² CLASS Scene_Load Additional Code Ends#=================================================== Wie benutzt man das Class changing System Hier der Script PHP-Code: #==============================================================================# Party & Class Changing System#--------------------------------------------------------------------------# Created By SephirothSpawn (11.27.05)# Last Updated: 11.28.05#==============================================================================#==============================================================================# Class Scene Title#==============================================================================class Scene_Title #-------------------------------------------------------------------------- # * Alias' New Game Method #-------------------------------------------------------------------------- alias new_game command_new_game #-------------------------------------------------------------------------- # * Adds Base Stats For Enemies #-------------------------------------------------------------------------- def command_new_game # Sets Class Requirements for i in 1...$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 endend#==============================================================================# ** 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 endend#==============================================================================# ** 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 endend#==============================================================================# ** 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 endend#==============================================================================# ** Window_Command#==============================================================================class Window_Command < Window_Selectable #-------------------------------------------------------------------------- # * Unisable Item # index : item number #-------------------------------------------------------------------------- def undisable_item(index) draw_item(index, normal_color) endend#==============================================================================# ** 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 endend#==============================================================================# ** 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 endend#==============================================================================# ** 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 endend#==============================================================================# ** 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 endend#==============================================================================# ** 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, $data_classes[actor.class_id].name, 2) # Draws Level contents.draw_text(32, y + 46, contents.width - 40, 24, "Level: #{actor.level}", 2) end end end # Frame Update #-------------------------------------------------------------------------- def frame_update @frame == 3 ? @frame = 0 : @frame += 1 refresh end #-------------------------------------------------------------------------- # Update Pose # direction : 0 - Left 1 - Right #-------------------------------------------------------------------------- def update_pose(direction) if direction == 0 @pose == 0 ? @pose = 3 : @pose -= 1 else @pose == 3 ? @pose = 0 : @pose += 1 end refresh endend#==============================================================================# ** Window Character Status#==============================================================================class Window_Character_Status < Window_Base #-------------------------------------------------------------------------- # * Object Initialization # actor : actor #-------------------------------------------------------------------------- def initialize super(160, 64, 480, 416) # Animation Varaibles @pose, @frame = 0, 0 # Window Contents self.contents = Bitmap.new(width - 32, height - 32) # Refreshes Contents refresh($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, $data_system.words.mdef, "Evasion"] stats = [actor.str, actor.dex, actor.agi, actor.int, actor.atk, actor.pdef, actor.mdef, actor.eva] for i in 0...stats.size contents.font.color = system_color contents.draw_text(278, 108 + i * 32, 170, 24, stat_names[i]) contents.font.color = normal_color contents.draw_text(270, 108 + i * 32, 170, 24, stats[i].to_s, 2) end end end #-------------------------------------------------------------------------- # Frame Update #-------------------------------------------------------------------------- def frame_update @frame == 3 ? @frame = 0 : @frame += 1 refresh(@actor) end #-------------------------------------------------------------------------- # Update Pose # direction : 0 - Left 1 - Right #-------------------------------------------------------------------------- def update_pose(direction) if direction == 0 @pose == 0 ? @pose = 3 : @pose -= 1 else @pose == 3 ? @pose = 0 : @pose += 1 end refresh(@actor) endend#==============================================================================# ** Window_Class_Status#==============================================================================class Window_Class_Status < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(160, 64, 480, 416) # Creates Contents self.contents = Bitmap.new(width - 32, height - 32) # Animation Varaibles @pose, @frame = 0, 0 # Refreshes Contents refresh($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[$data_classes[key].id]) } for i in 0...classes.size if levels[i] >= level_reqs[i] contents.font.color = normal_color else contents.font.color = disabled_color @requirements_met = false end contents.draw_text(32, 240 + i * 24, contents.width, 24, classes[i]) contents.draw_text(160, 240 + i * 24, contents.width, 24, level_reqs[i].to_s) contents.draw_text(-8, 240 + i * 24, contents.width, 24, levels[i].to_s, 2) end end end #-------------------------------------------------------------------------- # Frame Update #-------------------------------------------------------------------------- def frame_update @frame == 3 ? @frame = 0 : @frame += 1 refresh(@actor, @current_class) end #-------------------------------------------------------------------------- # Check Requirements #-------------------------------------------------------------------------- def check return @requirements_met endend#==============================================================================# ** Scene Party Changer#==============================================================================class Scene_Party_Changer #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Current Phase @phase = 0 # Frame Update (For Sprite Animations) @update_frame = 0 # Help Window @help_window = Window_Help.new @help_window.set_text("Select Member To Transfer to Reserves", 1) @help_window.z = 9999 # Active Party Window @active_actors_window = Window_Party_Changing.new @active_actors_window.refresh($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 endend#==============================================================================# ** 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 endend[/SPOILER]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[SPOILER]#/////////////////////////////Scene_Menu erweitert////////////////////////////#~~~~~~~~~~~~~~~~~~by Caesar~~~~~~~~~~~~~~~~~#\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\# Standardmenü mit einer zusätzlichen Option, die ein Common # Event aufruft#==================Parameter=================# Name des neuen MenüpunktesOPTION_NAME = "Aufgaben"# ID des Common Events, das bei Auswahl der Option aufgerufen wirdMENU_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 endend#===================#~~~~~~~~~~~~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) endend#~~~~~~~~~~~[/SPOILER] Hier der Screen .. ... Hier das AMS Script ist total easy^^ Less dir mal den Code durch. Die andere Scripts kenne ich nicht.
#===================================================# AMS - Advanced Message Script - R4 [Update #2]#===================================================# For more infos and update, visit:# [url]www.dubealex.com[/url] (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 AMSattr_accessor :name_box_x_offsetattr_accessor :name_box_y_offsetattr_accessor :font_typeattr_accessor :name_font_typeattr_accessor :font_sizeattr_accessor :name_font_sizeattr_accessor :message_box_opacityattr_accessor :name_box_skinattr_accessor :name_box_text_colorattr_accessor :message_box_text_colorattr_accessor :message_box_skinattr_accessor :name_box_widthattr_accessor :name_box_heightattr_accessor :message_widthattr_accessor :message_heightattr_accessor :message_xattr_accessor :message_y_bottomattr_accessor :message_y_middleattr_accessor :message_y_topattr_accessor :event_message_x_ofsetattr_accessor :event_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=48endend#===================================================# ² CLASS AMS Ends#===================================================#===================================================# ¼ Class Window_Message Begins#===================================================class Window_Message < Window_Selectable alias xrxs9_initialize initializedef initialize@alex_skip = falsexrxs9_initializeif $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 = nilend@opacity_text_buf = Bitmap.new(32, 32)end#--------------------------------------------------------------------------alias xrxs9_terminate_message terminate_messagedef terminate_messageif @name_window_frame != nil @name_window_frame.dispose @name_window_frame = nilendif @name_window_text != nil @name_window_text.dispose @name_window_text = nilendxrxs9_terminate_messageend#--------------------------------------------------------------------------def refreshself.contents.clearself.contents.font.color = text_color($ams.message_box_text_color)self.contents.font.name = $ams.font_typeself.contents.font.size = $ams.font_sizeself.windowskin = RPG::Cache.windowskin($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 = -2if $game_temp.choice_start == 0 @x = 8endif $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 endendreset_windowif $game_temp.choice_max > 0 @item_max = $game_temp.choice_max self.active = true self.index = 0endif $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 * 32endend#--------------------------------------------------------------------------def updatesuperif @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 returnend@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 returnendif @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 returnendif @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 returnendif @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 returnendif 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 returnendend#--------------------------------------------------------------------------def get_character(parameter)case parameterwhen 0 return $game_playerelse events = $game_map.events return events == nil ? nil : events[parameter]endend#--------------------------------------------------------------------------def reset_window#MESSAGE_SIZE#MESSAGE_POSITIONif @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 endelsif @popchar == -1 self.x = -4 self.y = -4 self.width = 648 self.height = 488else 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 = $ams.message_height endendself.contents = Bitmap.new(self.width - 32, self.height - 32)self.contents.font.color = text_color($ams.message_box_text_color)self.contents.font.name = $ams.font_typeself.contents.font.size = $ams.font_sizeif @face_file != nil self.contents.blt(16, 16, RPG::Cache.picture(@face_file), Rect.new(0, 0, 96, 96))endif @popchar == -1 self.opacity = 255 self.back_opacity = 0elsif $game_system.message_frame == 0 self.opacity = 255 self.back_opacity = $ams.message_box_opacityelse self.opacity = 0 self.back_opacity = $ams.message_box_opacityendend#--------------------------------------------------------------------------def gaiji_draw(x, y, num)if @gaiji_cache == nil return 0else 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 sizeendend#--------------------------------------------------------------------------def line_heightreturn 32if self.contents.font.size >= 20 and self.contents.font.size <= 24 return 32else return self.contents.font.size * 15 / 10endend#--------------------------------------------------------------------------def ruby_draw_text(target, x, y, str,opacity)sizeback = target.font.sizetarget.font.size * 3 / 2 > 32 ? rubysize = 32 - target.font.size : rubysize = target.font.size / 2rubysize = [rubysize, 6].maxopacity = [[opacity, 0].max, 255].minsplit_s = str.split(/,/)split_s[0] == nil ? split_s[0] = "" : nilsplit_s[1] == nil ? split_s[1] = "" : nilheight = sizeback + rubysizewidth = target.text_size(split_s[0]).widthtarget.font.size = rubysizeruby_width = target.text_size(split_s[1]).widthtarget.font.size = sizebackbuf_width = [target.text_size(split_s[0]).width, ruby_width].maxwidth - ruby_width != 0 ? sub_x = (width - ruby_width) / 2 : sub_x = 0if 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 widthelse 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 widthendend#--------------------------------------------------------------------------def convart_value(option, index)option == nil ? option = "" : niloption.downcase!case optionwhen "i" unless $data_items[index].name == nil r = sprintf("\030[%s]%s", $data_items[index].icon_name, $data_items[index].name) endwhen "w" unless $data_weapons[index].name == nil r = sprintf("\030[%s]%s", $data_weapons[index].icon_name, $data_weapons[index].name) endwhen "a" unless $data_armors[index].name == nil r = sprintf("\030[%s]%s", $data_armors[index].icon_name, $data_armors[index].name) endwhen "s" unless $data_skills[index].name == nil r = sprintf("\030[%s]%s", $data_skills[index].icon_name, $data_skills[index].name) endelse r = $game_variables[index]endr == nil ? r = "" : nilreturn rend#--------------------------------------------------------------------------def disposeterminate_messageif @gaiji_cache != nil unless @gaiji_cache.disposed? @gaiji_cache.dispose endendunless @opacity_text_buf.disposed? @opacity_text_buf.disposeend$game_temp.message_window_showing = falseif @input_number_window != nil @input_number_window.disposeendsuperend#--------------------------------------------------------------------------def update_cursor_rectif @index >= 0 n = $game_temp.choice_start + @index self.cursor_rect.set(4 + @indent + @face_indent, n * 25, @cursor_width, 32)else self.cursor_rect.emptyendendend#=========================================# ² CLASS Window_Message Ends#=========================================#=========================================# ¼ Class Window_Frame Begins#=========================================class Window_Frame < Window_Basedef initialize(x, y, width, height)super(x, y, width, height)self.windowskin = RPG::Cache.windowskin($ams.name_box_skin)self.contents = nilend#--------------------------------------------------------------------------def disposesuperendend#=========================================# 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 screendef name$map_infos[@map_id]endend#=========================================# ² CLASS Game_Map Additional Code Ends#=========================================#=========================================# ¼ CLASS Scene_Title Additional Code Begins#=========================================class Scene_Title#Dubealex's Addition (from XRXS) to show Map Name on screen$map_infos = load_data("Data/MapInfos.rxdata")for key in $map_infos.keys $map_infos[key] = $map_infos[key].nameend#Dubealex's addition to save data from the AMS in the save files$ams = AMS.newend#=========================================# 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 Colorsdef 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 -1endend#=========================================# ² CLASS Window_Base Additional Code Ends#=========================================#=========================================# ¼ Class Air_Text Begins#=========================================class Air_Text < Window_Basedef initialize(x, y, designate_text, color=0)super(x-16, y-16, 32 + designate_text.size * 12, 56)self.opacity = 0self.back_opacity = 0self.contents = Bitmap.new(self.width - 32, self.height - 32)w = self.contents.widthh = self.contents.heightself.contents.font.name = $ams.name_font_typeself.contents.font.size = $ams.name_font_sizeself.contents.font.color = text_color(color)self.contents.draw_text(0, 0, w, h, designate_text)end#--------------------------------------------------------------------------def disposeself.contents.clearsuperendend#==========================================# ² CLASS Air_Text Ends#==========================================#===================================================# ¼ CLASS Scene_Save Additional Code Begins#===================================================class Scene_Save < Scene_Filealias ams_original_write_save_data write_save_datadef write_save_data(file) ams_original_write_save_data(file) Marshal.dump($ams, file)endend#===================================================# ² CLASS Scene_Save Additional Code Ends#===================================================#===================================================# ¼ CLASS Scene_Load Additional Code Begins#===================================================class Scene_Load < Scene_Filealias ams_original_read_save_data read_save_datadef read_save_data(file) ams_original_read_save_data(file) $ams = Marshal.load(file)endend#===================================================# ² CLASS Scene_Load Additional Code Ends#===================================================
#==============================================================================# Party & Class Changing System#--------------------------------------------------------------------------# Created By SephirothSpawn (11.27.05)# Last Updated: 11.28.05#==============================================================================#==============================================================================# Class Scene Title#==============================================================================class Scene_Title #-------------------------------------------------------------------------- # * Alias' New Game Method #-------------------------------------------------------------------------- alias new_game command_new_game #-------------------------------------------------------------------------- # * Adds Base Stats For Enemies #-------------------------------------------------------------------------- def command_new_game # Sets Class Requirements for i in 1...$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 endend#==============================================================================# ** 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 endend#==============================================================================# ** 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 endend#==============================================================================# ** 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 endend#==============================================================================# ** Window_Command#==============================================================================class Window_Command < Window_Selectable #-------------------------------------------------------------------------- # * Unisable Item # index : item number #-------------------------------------------------------------------------- def undisable_item(index) draw_item(index, normal_color) endend#==============================================================================# ** 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 endend#==============================================================================# ** 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 endend#==============================================================================# ** 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 endend#==============================================================================# ** 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 endend#==============================================================================# ** 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, $data_classes[actor.class_id].name, 2) # Draws Level contents.draw_text(32, y + 46, contents.width - 40, 24, "Level: #{actor.level}", 2) end end end # Frame Update #-------------------------------------------------------------------------- def frame_update @frame == 3 ? @frame = 0 : @frame += 1 refresh end #-------------------------------------------------------------------------- # Update Pose # direction : 0 - Left 1 - Right #-------------------------------------------------------------------------- def update_pose(direction) if direction == 0 @pose == 0 ? @pose = 3 : @pose -= 1 else @pose == 3 ? @pose = 0 : @pose += 1 end refresh endend#==============================================================================# ** Window Character Status#==============================================================================class Window_Character_Status < Window_Base #-------------------------------------------------------------------------- # * Object Initialization # actor : actor #-------------------------------------------------------------------------- def initialize super(160, 64, 480, 416) # Animation Varaibles @pose, @frame = 0, 0 # Window Contents self.contents = Bitmap.new(width - 32, height - 32) # Refreshes Contents refresh($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, $data_system.words.mdef, "Evasion"] stats = [actor.str, actor.dex, actor.agi, actor.int, actor.atk, actor.pdef, actor.mdef, actor.eva] for i in 0...stats.size contents.font.color = system_color contents.draw_text(278, 108 + i * 32, 170, 24, stat_names[i]) contents.font.color = normal_color contents.draw_text(270, 108 + i * 32, 170, 24, stats[i].to_s, 2) end end end #-------------------------------------------------------------------------- # Frame Update #-------------------------------------------------------------------------- def frame_update @frame == 3 ? @frame = 0 : @frame += 1 refresh(@actor) end #-------------------------------------------------------------------------- # Update Pose # direction : 0 - Left 1 - Right #-------------------------------------------------------------------------- def update_pose(direction) if direction == 0 @pose == 0 ? @pose = 3 : @pose -= 1 else @pose == 3 ? @pose = 0 : @pose += 1 end refresh(@actor) endend#==============================================================================# ** Window_Class_Status#==============================================================================class Window_Class_Status < Window_Base #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize super(160, 64, 480, 416) # Creates Contents self.contents = Bitmap.new(width - 32, height - 32) # Animation Varaibles @pose, @frame = 0, 0 # Refreshes Contents refresh($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[$data_classes[key].id]) } for i in 0...classes.size if levels[i] >= level_reqs[i] contents.font.color = normal_color else contents.font.color = disabled_color @requirements_met = false end contents.draw_text(32, 240 + i * 24, contents.width, 24, classes[i]) contents.draw_text(160, 240 + i * 24, contents.width, 24, level_reqs[i].to_s) contents.draw_text(-8, 240 + i * 24, contents.width, 24, levels[i].to_s, 2) end end end #-------------------------------------------------------------------------- # Frame Update #-------------------------------------------------------------------------- def frame_update @frame == 3 ? @frame = 0 : @frame += 1 refresh(@actor, @current_class) end #-------------------------------------------------------------------------- # Check Requirements #-------------------------------------------------------------------------- def check return @requirements_met endend#==============================================================================# ** Scene Party Changer#==============================================================================class Scene_Party_Changer #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Current Phase @phase = 0 # Frame Update (For Sprite Animations) @update_frame = 0 # Help Window @help_window = Window_Help.new @help_window.set_text("Select Member To Transfer to Reserves", 1) @help_window.z = 9999 # Active Party Window @active_actors_window = Window_Party_Changing.new @active_actors_window.refresh($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 endend#==============================================================================# ** 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 endend[/SPOILER]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[SPOILER]#/////////////////////////////Scene_Menu erweitert////////////////////////////#~~~~~~~~~~~~~~~~~~by Caesar~~~~~~~~~~~~~~~~~#\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\# Standardmenü mit einer zusätzlichen Option, die ein Common # Event aufruft#==================Parameter=================# Name des neuen MenüpunktesOPTION_NAME = "Aufgaben"# ID des Common Events, das bei Auswahl der Option aufgerufen wirdMENU_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 endend#===================#~~~~~~~~~~~~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) endend#~~~~~~~~~~~[/SPOILER]
Geändert von SMWma (26.10.2008 um 13:26 Uhr)
Foren-Regeln