Skrypt
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[XP] Skrypt
M4t3us2 Offline
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Liczba postów: 38
Dołączył: 03-05-13

Pomógł: 0



Post: #1
Skrypt

Usunie mi ktoś z tego skryptu opcje obrażenia i animacje ?
#==============================================================================
# Opcje gry [XP] / Game Options [XP]
#==============================================================================
# Autor: Ayene  
# Wersja: 1.1
#==============================================================================
# Skrypt pozwala dodać w menu opcje gry takie jak głośność muzyki, poziom
# trudności, czy wyłączenie animacji podczas walki.
# Instalacja: Umieść skrypt nad Main.
#==============================================================================
# By wywołać okno z opcjami gry, użyj komendy Script w zdarzeniu i wpisz:
#        $scene = Scene_Option.new
#==============================================================================
module AYENE

  # Nazwa pliku z opcjami gry (tworzy dodatkowy plik)
  NAZWA_PLIKU = "Opcje_Gry"

  # Menu, z którego przechodzi się do opcji:
  # Scene_Menu - menu w grze, Scene_Title - ekran tytułowy, Scene_Map - mapa
  PREVIOUS_SCENE = Scene_Title

  # Główne opcje gry
  OPTION_COMMANDS = [# <-- nie usuwać

    "Głośność muzyki",
    "Głośność efektów",
    "Głośność kursora",
    "Poziom trudności",
    "Animacje",
    "Obrażenia",
    "Domyślne",
    "Zatwierdź",
    "Anuluj"

  ]# <-- nie usuwać


  # Nazwy poleceń horyzontalnych

  OPTION_SUBCOMMANDS = [# <-- nie usuwać

    ["Łatwy", "Normalny", "Trudny"],     # Poziom trudności
    ["Włączone", "Wyłączone"],           # Animacje
    ["Włączone", "Wyłączone"],           # Obrażenia

  ]# <-- nie usuwać
      

  # Treść okna pomocy
  OPTION_HELP = [# <-- nie usuwać

    "Dostosowuje głośność muzyki w tle (BGM i ME).",
    "Dostosowuje głośność efektów dźwiękowych (BGS).",
    "Dostosowuje głośność dźwięków systemowych (SE).",
    "Ustawia poziom trudności bestii.(łatwy poziom więcej expa i złota)",
    "Włącza/Wyłącza animacje podczas walki.",
    "Kontroluje wyświetlanie obrażeń podczas walki.",
    "Przywraca ustawienia domyślne.",
    "Zatwierdza wprowadzone zmiany i wraca do Menu.",
    "Anuluje wprowadzone zmiany i zamyka okno."

  ] # <-- nie usuwać


  # Ustawienia trudności przeciwników (mnożnik statystyk)
  ENEMY_DIF = [ # <-- nie usuwać

    #hp   atk  str  dex  agi  int  exp  złoto
    [0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 1.5, 1.5],   # poziom łatwy
    [1,   1,   1,   1,   1,   1,   1,   1],     # poziom normalny
    [1.5, 1.5, 1.2, 1.2, 1.2, 1.2, 1,   1],     # poziom trudny
          
  ]# <-- nie usuwać

end

#==============================================================================
# ** Game_Option
#==============================================================================
class Game_Option
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :bgm_volume                  # BGM volume
  attr_accessor :bgs_volume                  # BGS volume
  attr_accessor :se_volume                   # SE volume
  attr_accessor :difficulty_id               # difficulty
  attr_accessor :animation                   # animation
  attr_accessor :show_damage                 # show damage
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    @bgm_volume = 100     # 0~100
    @bgs_volume = 80      # 0~100
    @se_volume = 60       # 0~100
    @difficulty_id = 1    # 0 - łatwo, 1 - normalnie, 2 - trudno
    @animation = 0        # 0 - włączone, 1 - wyłączone
    @show_damage = 0      # 0 - włączone, 1 - wyłączone
    @filename = AYENE::NAZWA_PLIKU + ".rxdata"
  end
  #--------------------------------------------------------------------------
  # * Get Difficulty
  #--------------------------------------------------------------------------
  def difficulty
    return AYENE::ENEMY_DIF[@difficulty_id]
  end
  #--------------------------------------------------------------------------
  # * Save Option
  #--------------------------------------------------------------------------
  def save
    file = File.open(@filename, "wb")
    Marshal.dump($game_option, file)
    file.close
  end  
  #--------------------------------------------------------------------------
  # * Load Option
  #--------------------------------------------------------------------------
  def load  
    if FileTest.exist?(@filename)
      file = File.open(@filename, "rb")
      $game_option = Marshal.load(file)
      file.close
    end
  end
end

#==============================================================================
# ** Game_System
#==============================================================================
class Game_System
  #--------------------------------------------------------------------------
  # * Play Background Music
  #     bgm : background music to be played
  #--------------------------------------------------------------------------
  def bgm_play(bgm)
    @playing_bgm = bgm
    if bgm != nil and bgm.name != ""
      Audio.bgm_play("Audio/BGM/" + bgm.name, $game_option.bgm_volume, bgm.pitch)
    else
      Audio.bgm_stop
    end
    Graphics.frame_reset
  end
  #--------------------------------------------------------------------------
  # * Play Background Sound
  #     bgs : background sound to be played
  #--------------------------------------------------------------------------
  def bgs_play(bgs)
    @playing_bgs = bgs
    if bgs != nil and bgs.name != ""
      Audio.bgs_play("Audio/BGS/" + bgs.name, $game_option.bgs_volume, bgs.pitch)
    else
      Audio.bgs_stop
    end
    Graphics.frame_reset
  end
  #--------------------------------------------------------------------------
  # * Play Music Effect
  #     me : music effect to be played
  #--------------------------------------------------------------------------
  def me_play(me)
    if me != nil and me.name != ""
      Audio.me_play("Audio/ME/" + me.name, $game_option.bgm_volume, me.pitch)
    else
      Audio.me_stop
    end
    Graphics.frame_reset
  end
  #--------------------------------------------------------------------------
  # * Play Sound Effect
  #     se : sound effect to be played
  #--------------------------------------------------------------------------
  def se_play(se)
    if se != nil and se.name != ""
      Audio.se_play("Audio/SE/" + se.name, $game_option.se_volume, se.pitch)
    end
  end
end

#==============================================================================
# ** Window_HorCommand
#==============================================================================

class Window_HorCommand < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     width    : window width
  #     commands : command text string array
  #--------------------------------------------------------------------------
  def initialize(y, commands, type)
    super(200, y, commands.size * 135 + 32, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    @item_max = commands.size
    @column_max = commands.size
    @commands = commands
    @type = type
    refresh
    self.index = -1
    self.opacity = 0
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    for i in 0...@item_max
      color = disabled_color
      case @type
      when 0      
        color = normal_color if i == $game_option.difficulty_id
      when 1
        color = normal_color if i == $game_option.animation
      when 2
        color = normal_color if i == $game_option.show_damage
      end      
      x = 4 + i * 148
      self.contents.font.color = color
      self.contents.draw_text(x, 0, 128, 32, @commands[i])  
    end
  end
end

#==============================================================================
# ** Window_VolCommand
#==============================================================================

class Window_VolCommand < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     width    : window width
  #     commands : command text string array
  #--------------------------------------------------------------------------
  def initialize(y, type)
    super(200, y, 640, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    @type = type
    refresh
    self.index = -1
    self.opacity = 0
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    case @type
    when 0
      vol = $game_option.bgm_volume      
    when 1
      vol = $game_option.bgs_volume
    when 2
      vol = $game_option.se_volume
    end  
    w = 150
    max = 100
    rate = (vol < max ? vol * w / max : w) * (w/100)
    color1 = Color.new(243, 184, 70, 192)
    color2 = Color.new(0, 0, 80, 192)
    self.contents.gradient_bar_volume(4, 8, w, color1, color2, rate)  
    text = sprintf("%d%%", vol)
    self.contents.draw_text(w+20, 0, 76, 32, text, 0)
  end
end

#==============================================================================
# ** Scene_Title
#==============================================================================
class Scene_Title
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  alias aye_sctitle_main main
  def main  
    filename = AYENE::NAZWA_PLIKU + ".rxdata"
    if FileTest.exist?(filename)
      file = File.open(filename, "rb")
      $game_option = Marshal.load(file)
      file.close
    else
      $game_option = Game_Option.new
      $game_option.save
    end
    aye_sctitle_main
  end
end

#==============================================================================
# ** Scene_Option
#==============================================================================

class Scene_Option
  include AYENE
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main      
    @dummy_window = Window_Base.new(0, 64, 640, 416)
    @command_window = Window_Command.new(200, OPTION_COMMANDS)
    @command_window.x = 0
    @command_window.y = 64  
    @command_window.opacity = 0
    @bgs = $game_option.bgs_volume
    @bgm = $game_option.bgm_volume
    @se = $game_option.se_volume
    @help_window = Window_Help.new
    @help_window.set_text(OPTION_HELP[@command_window.index])    
    @sub_command_window = []    
    y = 64
    3.times {|i|    
      @sub_command_window.push(Window_VolCommand.new(y, i))
      y += 32
    }
    3.times {|i|    
      @sub_command_window.push(Window_HorCommand.new(y, OPTION_SUBCOMMANDS[i], i))
      y += 32
    }  
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @command_window.dispose
    @help_window.dispose
    @dummy_window.dispose
    for i in @sub_command_window
      i.dispose
    end  
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    for i in @sub_command_window
      i.update
    end
    @command_window.update
    @help_window.set_text(OPTION_HELP[@command_window.index])  
    if @command_window.active
      update_command
      return
    else
      update_status
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when command window is active)
  #--------------------------------------------------------------------------
  def update_command    
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $game_option.load
      return_scene
      return
    end
    if Input.trigger?(Input::C)
      $game_system.se_play($data_system.decision_se)
      case @command_window.index
      when 0, 1, 2
        @command_window.active = false
        @sub_command_window[@command_window.index].active = true
      when 3
        @command_window.active = false
        @sub_command_window[@command_window.index].active = true
        @sub_command_window[@command_window.index].index = $game_option.difficulty_id
      when 4
        @command_window.active = false
        @sub_command_window[@command_window.index].active = true
        @sub_command_window[@command_window.index].index = $game_option.animation
      when 5
        @command_window.active = false
        @sub_command_window[@command_window.index].active = true
        @sub_command_window[@command_window.index].index = $game_option.show_damage
      when 6
        $game_option = Game_Option.new
        subwindow_refresh
      when 7
        $game_option.save
        return_scene
      when 8
        $game_option.load
        return_scene
      end    
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Return Scene
  #--------------------------------------------------------------------------
  def return_scene
    $scene = Scene_Map.new
  end
  #--------------------------------------------------------------------------
  # * Window Refresh
  #--------------------------------------------------------------------------
  def subwindow_refresh
    for i in @sub_command_window
      i.refresh
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when status window is active)
  #--------------------------------------------------------------------------
  def update_status    
    if Input.press?(Input::RIGHT) and @command_window.index == 0 and $game_option.bgm_volume < 100
      $game_option.bgm_volume += 1
      @sub_command_window[@command_window.index].refresh
    end  
    if Input.press?(Input::LEFT) and @command_window.index == 0 and $game_option.bgm_volume > 0
      $game_option.bgm_volume -= 1
      @sub_command_window[@command_window.index].refresh
    end  
    if Input.press?(Input::RIGHT) and @command_window.index == 1 and $game_option.bgs_volume < 100
      $game_option.bgs_volume += 1
      @sub_command_window[@command_window.index].refresh
    end  
    if Input.press?(Input::LEFT) and @command_window.index == 1 and $game_option.bgs_volume > 0
      $game_option.bgs_volume -= 1
      @sub_command_window[@command_window.index].refresh
    end
    if Input.press?(Input::RIGHT) and @command_window.index == 2 and $game_option.se_volume < 100
      $game_option.se_volume += 1
      @sub_command_window[@command_window.index].refresh
    end  
    if Input.press?(Input::LEFT) and @command_window.index == 2 and $game_option.se_volume > 0
      $game_option.se_volume -= 1
      @sub_command_window[@command_window.index].refresh
    end
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)    
      if @command_window.index == 0
        $game_option.bgm_volume = @bgm
        @sub_command_window[@command_window.index].refresh
      end
      if @command_window.index == 1
        $game_option.bgs_volume = @bgs
        @sub_command_window[@command_window.index].refresh
      end
      if @command_window.index == 2
        $game_option.se_volume = @se
        @sub_command_window[@command_window.index].refresh
      end
      @command_window.active = true
      @sub_command_window[@command_window.index].active = false
      @sub_command_window[@command_window.index].index = -1
      return
    end
    if Input.trigger?(Input::C)
      index = @sub_command_window[@command_window.index].index
      $game_system.se_play($data_system.decision_se)    
      case @command_window.index
      when 0
        @bgm = $game_option.bgm_volume
      when 1
        @bgs = $game_option.bgs_volume
      when 2
        @se = $game_option.se_volume        
      when 3
        $game_option.difficulty_id = index
      when 4
        $game_option.animation = index
      when 5
        $game_option.show_damage = index
      end
      @sub_command_window[@command_window.index].refresh
      @command_window.active = true
      @sub_command_window[@command_window.index].active = false
      @sub_command_window[@command_window.index].index = -1
      return
    end  
  end
end

#==============================================================================
# ** RPG::Sprite
#==============================================================================
class RPG::Sprite < ::Sprite
  #--------------------------------------------------------------------------
  # * Draw Damage
  #--------------------------------------------------------------------------
  alias aye_sprite_damage damage
  def damage(*args)
    return aye_sprite_damage(*args) if $game_option.show_damage == 0
  end
  #--------------------------------------------------------------------------
  # * Show Animation
  #--------------------------------------------------------------------------
  alias aye_sprite_animation animation
  def animation(*args)
    return aye_sprite_animation(*args) if $game_option.animation == 0
  end
end

#==============================================================================
# ** RPG::Enemy
#==============================================================================
class RPG::Enemy
  #--------------------------------------------------------------------------
  # * MaxHP
  #--------------------------------------------------------------------------
  alias aye_enemy_maxhp maxhp
  def maxhp
    return (aye_enemy_maxhp * $game_option.difficulty[0]).round
  end
  #--------------------------------------------------------------------------
  # * Attack
  #--------------------------------------------------------------------------
  alias aye_enemy_atk atk
  def atk
    return (aye_enemy_atk * $game_option.difficulty[1]).round
  end
  #--------------------------------------------------------------------------
  # * Strength
  #--------------------------------------------------------------------------
  alias aye_enemy_str str
  def str
    return (aye_enemy_str * $game_option.difficulty[2]).round
  end
  #--------------------------------------------------------------------------
  # * Dexterity
  #--------------------------------------------------------------------------
  alias aye_enemy_dex dex
  def dex
    return (aye_enemy_dex * $game_option.difficulty[3]).round
  end
  #--------------------------------------------------------------------------
  # * Agility
  #--------------------------------------------------------------------------
  alias aye_enemy_agi agi
  def agi
    return (aye_enemy_agi * $game_option.difficulty[4]).round
  end
  #--------------------------------------------------------------------------
  # * Inteligence
  #--------------------------------------------------------------------------
  alias aye_enemy_int int
  def int
    return (aye_enemy_int * $game_option.difficulty[5]).round
  end
  #--------------------------------------------------------------------------
  # * EXP
  #--------------------------------------------------------------------------
  alias aye_enemy_exp exp
  def exp
    return (aye_enemy_exp * $game_option.difficulty[6]).round
  end
  #--------------------------------------------------------------------------
  # * Gold
  #--------------------------------------------------------------------------
  alias aye_enemy_gold gold
  def gold
    return (aye_enemy_gold * $game_option.difficulty[7]).round
  end
end

#==============================================================================
# ** Bitmap
#==============================================================================
class Bitmap
  #--------------------------------------------------------------------------
  # * Draw Gradient Fill Rectangle (Volume Bar)
  #--------------------------------------------------------------------------
  def gradient_bar_volume(x, y, w, color1, color2, rate)
    fill_rect(x, y+1, w+2, 14, Color.new(0, 0, 0, 150))
    (1..4).each {|i|
      color = Color.new(color2.red*i/4, color2.green*i/4, color2.blue*i/4, 255)
      fill_rect(x + 2, (y + i * 2)-1, w-2, 18 - i * 4, color)
      color = Color.new(color1.red*i/4, color1.green*i/4, color1.blue*i/4, 255)
      fill_rect(x + 2, (y + i * 2)-1, rate-2, 18 - i * 4, color)}
  end
end
(Ten post był ostatnio modyfikowany: 11-09-13 20:32 przez M4t3us2.)
11-09-13 20:25
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"Pomógł" przyznał(a):
Ayene Offline
*


Liczba postów: 758
Dołączył: 09-04-13

Pomógł: 112



Post: #2
RE: Skrypt

#==============================================================================
# Opcje gry [XP] / Game Options [XP]
#==============================================================================
# Autor: Ayene  
# Wersja: 1.1
#==============================================================================
# Skrypt pozwala dodać w menu opcje gry takie jak głośność muzyki, poziom
# trudności, czy wyłączenie animacji podczas walki.
# Instalacja: Umieść skrypt nad Main.
#==============================================================================
# By wywołać okno z opcjami gry, użyj komendy Script w zdarzeniu i wpisz:
#        $scene = Scene_Option.new
#==============================================================================
module AYENE

  # Nazwa pliku z opcjami gry (tworzy dodatkowy plik)
  NAZWA_PLIKU = "Opcje_Gry"

  # Menu, z którego przechodzi się do opcji:
  # Scene_Menu - menu w grze, Scene_Title - ekran tytułowy, Scene_Map - mapa
  PREVIOUS_SCENE = Scene_Title

  # Główne opcje gry
  OPTION_COMMANDS = [# <-- nie usuwać

    "Głośność muzyki",
    "Głośność efektów",
    "Głośność kursora",
    "Poziom trudności",
    "Domyślne",
    "Zatwierdź",
    "Anuluj"

  ]# <-- nie usuwać


  # Nazwy poleceń horyzontalnych

  OPTION_SUBCOMMANDS = [# <-- nie usuwać

    ["Łatwy", "Normalny", "Trudny"],     # Poziom trudności
    ["Włączone", "Wyłączone"],           # Animacje
    ["Włączone", "Wyłączone"],           # Obrażenia

  ]# <-- nie usuwać
      

  # Treść okna pomocy
  OPTION_HELP = [# <-- nie usuwać

    "Dostosowuje głośność muzyki w tle (BGM i ME).",
    "Dostosowuje głośność efektów dźwiękowych (BGS).",
    "Dostosowuje głośność dźwięków systemowych (SE).",
    "Ustawia poziom trudności bestii.(łatwy poziom więcej expa i złota)",
    "Przywraca ustawienia domyślne.",
    "Zatwierdza wprowadzone zmiany i wraca do Menu.",
    "Anuluje wprowadzone zmiany i zamyka okno."

  ] # <-- nie usuwać


  # Ustawienia trudności przeciwników (mnożnik statystyk)
  ENEMY_DIF = [ # <-- nie usuwać

    #hp   atk  str  dex  agi  int  exp  złoto
    [0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 1.5, 1.5],   # poziom łatwy
    [1,   1,   1,   1,   1,   1,   1,   1],     # poziom normalny
    [1.5, 1.5, 1.2, 1.2, 1.2, 1.2, 1,   1],     # poziom trudny
          
  ]# <-- nie usuwać

end

#==============================================================================
# ** Game_Option
#==============================================================================
class Game_Option
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :bgm_volume                  # BGM volume
  attr_accessor :bgs_volume                  # BGS volume
  attr_accessor :se_volume                   # SE volume
  attr_accessor :difficulty_id               # difficulty
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    @bgm_volume = 100     # 0~100
    @bgs_volume = 80      # 0~100
    @se_volume = 60       # 0~100
    @difficulty_id = 1    # 0 - łatwo, 1 - normalnie, 2 - trudno
    @filename = AYENE::NAZWA_PLIKU + ".rxdata"
  end
  #--------------------------------------------------------------------------
  # * Get Difficulty
  #--------------------------------------------------------------------------
  def difficulty
    return AYENE::ENEMY_DIF[@difficulty_id]
  end
  #--------------------------------------------------------------------------
  # * Save Option
  #--------------------------------------------------------------------------
  def save
    file = File.open(@filename, "wb")
    Marshal.dump($game_option, file)
    file.close
  end  
  #--------------------------------------------------------------------------
  # * Load Option
  #--------------------------------------------------------------------------
  def load  
    if FileTest.exist?(@filename)
      file = File.open(@filename, "rb")
      $game_option = Marshal.load(file)
      file.close
    end
  end
end

#==============================================================================
# ** Game_System
#==============================================================================
class Game_System
  #--------------------------------------------------------------------------
  # * Play Background Music
  #     bgm : background music to be played
  #--------------------------------------------------------------------------
  def bgm_play(bgm)
    @playing_bgm = bgm
    if bgm != nil and bgm.name != ""
      Audio.bgm_play("Audio/BGM/" + bgm.name, $game_option.bgm_volume, bgm.pitch)
    else
      Audio.bgm_stop
    end
    Graphics.frame_reset
  end
  #--------------------------------------------------------------------------
  # * Play Background Sound
  #     bgs : background sound to be played
  #--------------------------------------------------------------------------
  def bgs_play(bgs)
    @playing_bgs = bgs
    if bgs != nil and bgs.name != ""
      Audio.bgs_play("Audio/BGS/" + bgs.name, $game_option.bgs_volume, bgs.pitch)
    else
      Audio.bgs_stop
    end
    Graphics.frame_reset
  end
  #--------------------------------------------------------------------------
  # * Play Music Effect
  #     me : music effect to be played
  #--------------------------------------------------------------------------
  def me_play(me)
    if me != nil and me.name != ""
      Audio.me_play("Audio/ME/" + me.name, $game_option.bgm_volume, me.pitch)
    else
      Audio.me_stop
    end
    Graphics.frame_reset
  end
  #--------------------------------------------------------------------------
  # * Play Sound Effect
  #     se : sound effect to be played
  #--------------------------------------------------------------------------
  def se_play(se)
    if se != nil and se.name != ""
      Audio.se_play("Audio/SE/" + se.name, $game_option.se_volume, se.pitch)
    end
  end
end

#==============================================================================
# ** Window_HorCommand
#==============================================================================

class Window_HorCommand < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     width    : window width
  #     commands : command text string array
  #--------------------------------------------------------------------------
  def initialize(y, commands, type)
    super(200, y, commands.size * 135 + 32, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    @item_max = commands.size
    @column_max = commands.size
    @commands = commands
    @type = type
    refresh
    self.index = -1
    self.opacity = 0
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    for i in 0...@item_max
      color = disabled_color
      case @type
      when 0      
        color = normal_color if i == $game_option.difficulty_id
      end      
      x = 4 + i * 148
      self.contents.font.color = color
      self.contents.draw_text(x, 0, 128, 32, @commands[i])  
    end
  end
end

#==============================================================================
# ** Window_VolCommand
#==============================================================================

class Window_VolCommand < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     width    : window width
  #     commands : command text string array
  #--------------------------------------------------------------------------
  def initialize(y, type)
    super(200, y, 640, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    @type = type
    refresh
    self.index = -1
    self.opacity = 0
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    case @type
    when 0
      vol = $game_option.bgm_volume      
    when 1
      vol = $game_option.bgs_volume
    when 2
      vol = $game_option.se_volume
    end  
    w = 150
    max = 100
    rate = (vol < max ? vol * w / max : w) * (w/100)
    color1 = Color.new(243, 184, 70, 192)
    color2 = Color.new(0, 0, 80, 192)
    self.contents.gradient_bar_volume(4, 8, w, color1, color2, rate)  
    text = sprintf("%d%%", vol)
    self.contents.draw_text(w+20, 0, 76, 32, text, 0)
  end
end

#==============================================================================
# ** Scene_Title
#==============================================================================
class Scene_Title
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  alias aye_sctitle_main main
  def main  
    filename = AYENE::NAZWA_PLIKU + ".rxdata"
    if FileTest.exist?(filename)
      file = File.open(filename, "rb")
      $game_option = Marshal.load(file)
      file.close
    else
      $game_option = Game_Option.new
      $game_option.save
    end
    aye_sctitle_main
  end
end

#==============================================================================
# ** Scene_Option
#==============================================================================

class Scene_Option
  include AYENE
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main      
    @dummy_window = Window_Base.new(0, 64, 640, 416)
    @command_window = Window_Command.new(200, OPTION_COMMANDS)
    @command_window.x = 0
    @command_window.y = 64  
    @command_window.opacity = 0
    @bgs = $game_option.bgs_volume
    @bgm = $game_option.bgm_volume
    @se = $game_option.se_volume
    @help_window = Window_Help.new
    @help_window.set_text(OPTION_HELP[@command_window.index])    
    @sub_command_window = []    
    y = 64
    3.times {|i|    
      @sub_command_window.push(Window_VolCommand.new(y, i))
      y += 32
    }
    1.times {|i|    
      @sub_command_window.push(Window_HorCommand.new(y, OPTION_SUBCOMMANDS[i], i))
      y += 32
    }  
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @command_window.dispose
    @help_window.dispose
    @dummy_window.dispose
    for i in @sub_command_window
      i.dispose
    end  
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    for i in @sub_command_window
      i.update
    end
    @command_window.update
    @help_window.set_text(OPTION_HELP[@command_window.index])  
    if @command_window.active
      update_command
      return
    else
      update_status
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when command window is active)
  #--------------------------------------------------------------------------
  def update_command    
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $game_option.load
      return_scene
      return
    end
    if Input.trigger?(Input::C)
      $game_system.se_play($data_system.decision_se)
      case @command_window.index
      when 0, 1, 2
        @command_window.active = false
        @sub_command_window[@command_window.index].active = true
      when 3
        @command_window.active = false
        @sub_command_window[@command_window.index].active = true
        @sub_command_window[@command_window.index].index = $game_option.difficulty_id
      when 4
        $game_option = Game_Option.new
        subwindow_refresh
      when 5
        $game_option.save
        return_scene
      when 6
        $game_option.load
        return_scene
      end    
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Return Scene
  #--------------------------------------------------------------------------
  def return_scene
    $scene = Scene_Map.new
  end
  #--------------------------------------------------------------------------
  # * Window Refresh
  #--------------------------------------------------------------------------
  def subwindow_refresh
    for i in @sub_command_window
      i.refresh
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when status window is active)
  #--------------------------------------------------------------------------
  def update_status    
    if Input.press?(Input::RIGHT) and @command_window.index == 0 and $game_option.bgm_volume < 100
      $game_option.bgm_volume += 1
      @sub_command_window[@command_window.index].refresh
    end  
    if Input.press?(Input::LEFT) and @command_window.index == 0 and $game_option.bgm_volume > 0
      $game_option.bgm_volume -= 1
      @sub_command_window[@command_window.index].refresh
    end  
    if Input.press?(Input::RIGHT) and @command_window.index == 1 and $game_option.bgs_volume < 100
      $game_option.bgs_volume += 1
      @sub_command_window[@command_window.index].refresh
    end  
    if Input.press?(Input::LEFT) and @command_window.index == 1 and $game_option.bgs_volume > 0
      $game_option.bgs_volume -= 1
      @sub_command_window[@command_window.index].refresh
    end
    if Input.press?(Input::RIGHT) and @command_window.index == 2 and $game_option.se_volume < 100
      $game_option.se_volume += 1
      @sub_command_window[@command_window.index].refresh
    end  
    if Input.press?(Input::LEFT) and @command_window.index == 2 and $game_option.se_volume > 0
      $game_option.se_volume -= 1
      @sub_command_window[@command_window.index].refresh
    end
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)    
      if @command_window.index == 0
        $game_option.bgm_volume = @bgm
        @sub_command_window[@command_window.index].refresh
      end
      if @command_window.index == 1
        $game_option.bgs_volume = @bgs
        @sub_command_window[@command_window.index].refresh
      end
      if @command_window.index == 2
        $game_option.se_volume = @se
        @sub_command_window[@command_window.index].refresh
      end
      @command_window.active = true
      @sub_command_window[@command_window.index].active = false
      @sub_command_window[@command_window.index].index = -1
      return
    end
    if Input.trigger?(Input::C)
      index = @sub_command_window[@command_window.index].index
      $game_system.se_play($data_system.decision_se)    
      case @command_window.index
      when 0
        @bgm = $game_option.bgm_volume
      when 1
        @bgs = $game_option.bgs_volume
      when 2
        @se = $game_option.se_volume        
      when 3
        $game_option.difficulty_id = index
      end
      @sub_command_window[@command_window.index].refresh
      @command_window.active = true
      @sub_command_window[@command_window.index].active = false
      @sub_command_window[@command_window.index].index = -1
      return
    end  
  end
end

#==============================================================================
# ** RPG::Sprite
#==============================================================================
class RPG::Sprite < ::Sprite
  #--------------------------------------------------------------------------
  # * Draw Damage
  #--------------------------------------------------------------------------
  alias aye_sprite_damage damage
  def damage(*args)
    return aye_sprite_damage(*args) if $game_option.show_damage == 0
  end
  #--------------------------------------------------------------------------
  # * Show Animation
  #--------------------------------------------------------------------------
  alias aye_sprite_animation animation
  def animation(*args)
    return aye_sprite_animation(*args) if $game_option.animation == 0
  end
end

#==============================================================================
# ** RPG::Enemy
#==============================================================================
class RPG::Enemy
  #--------------------------------------------------------------------------
  # * MaxHP
  #--------------------------------------------------------------------------
  alias aye_enemy_maxhp maxhp
  def maxhp
    return (aye_enemy_maxhp * $game_option.difficulty[0]).round
  end
  #--------------------------------------------------------------------------
  # * Attack
  #--------------------------------------------------------------------------
  alias aye_enemy_atk atk
  def atk
    return (aye_enemy_atk * $game_option.difficulty[1]).round
  end
  #--------------------------------------------------------------------------
  # * Strength
  #--------------------------------------------------------------------------
  alias aye_enemy_str str
  def str
    return (aye_enemy_str * $game_option.difficulty[2]).round
  end
  #--------------------------------------------------------------------------
  # * Dexterity
  #--------------------------------------------------------------------------
  alias aye_enemy_dex dex
  def dex
    return (aye_enemy_dex * $game_option.difficulty[3]).round
  end
  #--------------------------------------------------------------------------
  # * Agility
  #--------------------------------------------------------------------------
  alias aye_enemy_agi agi
  def agi
    return (aye_enemy_agi * $game_option.difficulty[4]).round
  end
  #--------------------------------------------------------------------------
  # * Inteligence
  #--------------------------------------------------------------------------
  alias aye_enemy_int int
  def int
    return (aye_enemy_int * $game_option.difficulty[5]).round
  end
  #--------------------------------------------------------------------------
  # * EXP
  #--------------------------------------------------------------------------
  alias aye_enemy_exp exp
  def exp
    return (aye_enemy_exp * $game_option.difficulty[6]).round
  end
  #--------------------------------------------------------------------------
  # * Gold
  #--------------------------------------------------------------------------
  alias aye_enemy_gold gold
  def gold
    return (aye_enemy_gold * $game_option.difficulty[7]).round
  end
end

#==============================================================================
# ** Bitmap
#==============================================================================
class Bitmap
  #--------------------------------------------------------------------------
  # * Draw Gradient Fill Rectangle (Volume Bar)
  #--------------------------------------------------------------------------
  def gradient_bar_volume(x, y, w, color1, color2, rate)
    fill_rect(x, y+1, w+2, 14, Color.new(0, 0, 0, 150))
    (1..4).each {|i|
      color = Color.new(color2.red*i/4, color2.green*i/4, color2.blue*i/4, 255)
      fill_rect(x + 2, (y + i * 2)-1, w-2, 18 - i * 4, color)
      color = Color.new(color1.red*i/4, color1.green*i/4, color1.blue*i/4, 255)
      fill_rect(x + 2, (y + i * 2)-1, rate-2, 18 - i * 4, color)}
  end
end

[Obrazek: aye_furniture_pres.png]
11-09-13 20:40
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"Pomógł" przyznał(a):
M4t3us2 Offline
*


Liczba postów: 38
Dołączył: 03-05-13

Pomógł: 0



Post: #3
RE: Skrypt

Wyskakuje błąd w linijce 267 o treści: SystemStackError occurred
stack level too deep
(Ten post był ostatnio modyfikowany: 11-09-13 21:01 przez M4t3us2.)
11-09-13 21:00
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"Pomógł" przyznał(a):
Ayene Offline
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Liczba postów: 758
Dołączył: 09-04-13

Pomógł: 112



Post: #4
RE: Skrypt

A jakie masz jeszcze skrypty? No i czy błąd przed przeróbką również występował?

[Obrazek: aye_furniture_pres.png]
11-09-13 21:06
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"Pomógł" przyznał(a):
M4t3us2 Offline
*


Liczba postów: 38
Dołączył: 03-05-13

Pomógł: 0



Post: #5
RE: Skrypt

Nie wiem jak to się stało ale skrypt działa już, a nie powinien, bo go całkowicie usunąłem ze skryptów :D a opcje wciąż mam dostępne i to w przerobionej wersji, także dzięki

a dałoby się przerobic ten skrypt pod xp ?
Spoiler: (Otwórz)

Przeszukałem wszystkie skrypty i się okazało, że niechcąco podmieniłem go z innym skryptem (i 2x był skrypt i dlatego błędy były) ale naszczęście miałem kopie i skrypt odzyskałem :D
(Ten post był ostatnio modyfikowany: 11-09-13 21:20 przez M4t3us2.)
11-09-13 21:11
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