Athanor

Liczba postów: 143
Dołączył: 10-11-13
Pomógł: 7

|
Plecak, walka i opcja wczytaj
Witam znów.
1. Azaliż zaczynając jest problem z skryptem Kategoryzacji Przedmiotów XP Ayene. Otóż skrypt ten podczas próby odpalenia go w walce, wywala z grę z błędem.
Błąd:
![[Obrazek: 25sswo5.jpg]](http://i57.tinypic.com/25sswo5.jpg)
Skrypt:
#==============================================================================
# Kategoryzacja przedmiotów [XP]
# by Ayene
# 05.05.2012 ver 1.0
# www.ultimateam.pl
#==============================================================================
# Opis:
# Skrypt umożliwia grupowanie przedmiotów w Plecaku w dowolne kategorie, np.
# bronie, mapy, przedmioty leczące, klucze itd. W tym celu wystarczy
# odpowiednio skonfigurować linijki poniżej (sekcja Konfiguracja).
#==============================================================================
# Konfiguracja:
#==============================================================================
module AYE
module ITEM_CAT
# Poszczególne kategorie przedmiotów wymienione po przecinku.
# Muszą być zadeklarowane w CATEGORY_NAME i CATEGORY_ITEMS
ITEM_CATEGORIES = [:item, :battle, :weapon, :armor,
:acc, :quest, :all]
# Nazwy ketegorii
CATEGORY_NAME = { # <- nie usuwać
# :symbol => ["Komenda", "Opis", "Ikona"],
:item => ["Mikstury", "Ukazuje wszelkie mikstury.", "HPSrednia"],
:battle => ["Przedmioty", "Ukazuje Przedmioty waleczne i rozne.", "040-Item09"],
:weapon => ["Orez", "Ukazuje wszystkie bronie.", "Miecz3"],
:armor => ["Uzbrojenie", "Ukazuje pancerze.", "Zciezka3"],
:acc => ["Akcesoria", "Ukazuje akcesoria.", "Rekawica1"],
:quest => ["Misje", "Ukazuje przedmioty kluczowe dla fabuły.", "List"],
:all => ["Wszystkie przedmioty", "Wyświetla wszystkie przedmioty.", "034-Item03"],
} # <- nie usuwać
# Przedmioty przypisane do kategorii
CATEGORY_ITEMS = { # <- nie usuwać
# :symbol => ["Typ" , [ID, ID, ID, ...],
# gdzie: Typ w bazie danych - Item (przedmiot), Weapon (broń), Armor (pancerz),
# :all - wszystkie kategorie
:item => ["Item", [1, 2, 3]],
:battle => ["Item", [4, 5, 6]],
:weapon => ["Weapon", :all],
:armor => ["Armor", [1, 2, 3]],
:acc => ["Armor", [11, 12, 13]],
:quest => ["Item", [23, 24, 25]],
:all => [:all, :all]
} # <- nie usuwać
end
end
class Game_Temp
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :item_menu
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias aye_itemcat_gmtemp_ini initialize
def initialize
aye_itemcat_gmtemp_ini
@item_menu = false
end
end
#==============================================================================
# ** Game_Party
#==============================================================================
class Game_Party
def all_item_number(item)
case item
when RPG::Weapon
return @weapons.include?(item.id) ? @weapons[item.id] : 0
when RPG::Armor
return @armors.include?(item.id) ? @armors[item.id] : 0
else
return @items.include?(item.id) ? @items[item.id] : 0
end
end
end
class Window_Help < Window_Base
include AYE::ITEM_CAT
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 640, 64)
self.contents = Bitmap.new(width - 32, height - 32)
if $game_temp.item_menu
self.y = 480 - height
end
end
end
#==============================================================================
# ** Window_ItemHelp
#==============================================================================
class Window_ItemHelp < Window_Base
include AYE::ITEM_CAT
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
cw = 32 + ITEM_CATEGORIES.size * 32
super(cw, 0, 640-cw, 64)
self.contents = Bitmap.new(width - 32, height - 32)
end
#--------------------------------------------------------------------------
# * Set Text
#--------------------------------------------------------------------------
def set_text(index)
if index != @index
self.contents.clear
self.contents.font.color = normal_color
text = CATEGORY_NAME[ITEM_CATEGORIES[index]][0]
self.contents.draw_text(4, 0, self.width - 40, 32, text, 1)
@index = index
end
end
end
#==============================================================================
# ** Window_ItemCategory
#==============================================================================
class Window_ItemCategory < Window_Selectable
include AYE::ITEM_CAT
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
cw = 32 + ITEM_CATEGORIES.size * 32
super(0, 0, cw, 64)
@commands = ITEM_CATEGORIES
@item_max = @commands.size
@column_max = @item_max
self.contents = Bitmap.new(cw - 32, height - 32)
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@commands.each_with_index {|com, i|draw_item(com, i)}
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
# color : text character color
#--------------------------------------------------------------------------
def draw_item(command, index)
rect = Rect.new(0, 0, 24, 24)
bitmap = RPG::Cache.icon(CATEGORY_NAME[command][2])
self.contents.blt(4 + 32 * index, 4, bitmap, rect)
end
#--------------------------------------------------------------------------
# * Cursor Rectangle Update
#--------------------------------------------------------------------------
def update_cursor_rect
self.cursor_rect.set(@index * 32, 0, 32, 32)
end
end
#==============================================================================
# ** Window_Item
#==============================================================================
class Window_Item < Window_Selectable
include AYE::ITEM_CAT
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 64, 640, 352)
@column_max = 2
unless $game_temp.in_battle
category(0)
self.active = false
end
refresh
self.index = 0
if $game_temp.in_battle
self.y = 64
self.height = 256
self.back_opacity = 160
end
end
#--------------------------------------------------------------------------
# * Category
#--------------------------------------------------------------------------
def category(index)
self.index = 0
@items = []
@category = ITEM_CATEGORIES[index]
@itemtype = CATEGORY_ITEMS[@category][0]
if @category != :all
@items = CATEGORY_ITEMS[@category][1]
end
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
if $game_temp.in_battle
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
@data.push($data_items[i])
end
end
else
@all_item = []
case @itemtype
when "Item"
@all_item = $data_items
when "Weapon"
@all_item = $data_weapons
when "Armor"
@all_item = $data_armors
else
@all_item = $data_items + $data_weapons + $data_armors
end
@all_item.each{|item|
unless item == nil
if $game_party.all_item_number(item) > 0
if @category != :all and @items != :all
if @items.include?(item.id)
@data.push(item)
end
else
@data.push(item)
end
end
end
}
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
end
#==============================================================================
# ** Scene_Item
#==============================================================================
class Scene_Item
include AYE::ITEM_CAT
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
alias aye_itemcat_scitem_main main
def main
$game_temp.item_menu = true
@category_window = Window_ItemCategory.new
@catname_window = Window_ItemHelp.new
@catname_window.set_text(@category_window.index)
aye_itemcat_scitem_main
$game_temp.item_menu = false
@category_window.dispose
@catname_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
alias aye_itemcat_scitem_update update
def update
@category_window.update
@catname_window.update
if @category_window.active
update_category
return
end
aye_itemcat_scitem_update
end
#--------------------------------------------------------------------------
# * Frame Update (when category window is active)
#--------------------------------------------------------------------------
def update_category
@help_window.set_text(CATEGORY_NAME[ITEM_CATEGORIES[@category_window.index]][1])
@item_window.category(@category_window.index)
if Input.repeat?(Input::RIGHT) || Input.repeat?(Input::LEFT)
@item_window.refresh
@catname_window.set_text(@category_window.index)
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Menu.new(0)
return
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
@item_window.active = true
@category_window.active = false
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when item window is active)
#--------------------------------------------------------------------------
alias aye_itemcat_scitem_update_item update_item
def update_item
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@item_window.active = false
@category_window.active = true
return
else
aye_itemcat_scitem_update_item
return
end
end
end
2. I jeszcze jedno, czy wie ktoś jak zrobić walkę i ucieczkę jak w Parallel Worlds lub innych grach. Gdy potwór nas zobaczy do nas biegnie, gdy odejdziemy on po prostu chodzi. I ucieczka że cofamy się pole do tyłu albo po prostu zanikamy na sekundę jak w PW.
3. Kłamałem, jeszcze jedno. Skrypt na ekran tytułowy z obrazkami. Opcja "Wczytaj" Nie działa. Wejście do gry działa jak powinno, nawet z jakimś zapisem nie działa
Skrypt:
#=====================================================
# ** Scene_Title
#------------------------------------------------------------------------------
# This class performs title screen processing.
#=========================================================
class Scene_Title
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# If battle test
if $BTEST
battle_test
return
end
# Load database
$data_actors = load_data("Data/Actors.rxdata")
$data_classes = load_data("Data/Classes.rxdata")
$data_skills = load_data("Data/Skills.rxdata")
$data_items = load_data("Data/Items.rxdata")
$data_weapons = load_data("Data/Weapons.rxdata")
$data_armors = load_data("Data/Armors.rxdata")
$data_enemies = load_data("Data/Enemies.rxdata")
$data_troops = load_data("Data/Troops.rxdata")
$data_states = load_data("Data/States.rxdata")
$data_animations = load_data("Data/Animations.rxdata")
$data_tilesets = load_data("Data/Tilesets.rxdata")
$data_common_events = load_data("Data/CommonEvents.rxdata")
$data_system = load_data("Data/System.rxdata")
# Make system object
$game_system = Game_System.new
# Make title graphic
@sprite = Sprite.new
# NEW CODE
@back_sprite = Sprite.new
@back_sprite.z = @sprite.z - 10
# transition between images, set to 0 if none
@transition_frames = 10
@delta = 255 / @transition_frames
@wait = 0
#END NEW CODE
# Continue enabled determinant
# Check if at least one save file exists
# If enabled, make @continue_enabled true; if disabled, make it false
@continue_enabled = false
for i in 0..3
if FileTest.exist?("Save#{i+1}.rxdata")
@continue_enabled = true
end
end
# If continue is enabled, move cursor to "Continue"
# NEW CODE
if @continue_enabled
@sprite.bitmap = RPG::Cache.title("2")
@back_sprite.bitmap = RPG::Cache.title("2")
@index = 2
else
@sprite.bitmap = RPG::Cache.title("1")
@back_sprite.bitmap = RPG::Cache.title("1")
@index = 1
end
# END NEW CODE
# Play title BGM
$game_system.bgm_play($data_system.title_bgm)
# Stop playing ME and BGS
Audio.me_stop
Audio.bgs_stop
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of title graphic
@sprite.bitmap.dispose
@sprite.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# NEW CODE
if @wait >= 0
if @wait == 0
@sprite.bitmap = RPG::Cache.title(@index.to_s)
@sprite.opacity = 255
else
@sprite.opacity -= @delta
end
@wait -= 1
return
end
# if directional buttons are pressed
if Input.trigger?(Input::LEFT) or Input.trigger?(Input::UP)
$game_system.se_play($data_system.cursor_se)
if @index == 1
@index = 3
else
@index -= 1
end
@wait = @transition_frames
@back_sprite.bitmap = RPG::Cache.title(@index.to_s)
end
if Input.trigger?(Input::RIGHT) or Input.trigger?(Input::DOWN)
$game_system.se_play($data_system.cursor_se)
if @index == 3
@index = 1
else
@index += 1
end
@wait = @transition_frames
@back_sprite.bitmap = RPG::Cache.title(@index.to_s)
end
# If C button was pressed
if Input.trigger?(Input::C)
# Branch by index
case @index
when 1 # New game
command_new_game
when 2 # Continue
command_continue
when 3 # Shutdown
command_shutdown
end
end
# END NEW CODE
end
#--------------------------------------------------------------------------
# * Command: New Game
#--------------------------------------------------------------------------
def command_new_game
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Stop BGM
Audio.bgm_stop
# Reset frame count for measuring play time
Graphics.frame_count = 0
# Make each type of game object
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
# Set up initial party
$game_party.setup_starting_members
# Set up initial map position
$game_map.setup($data_system.start_map_id)
# Move player to initial position
$game_player.moveto($data_system.start_x, $data_system.start_y)
# Refresh player
$game_player.refresh
# Run automatic change for BGM and BGS set with map
$game_map.autoplay
# Update map (run parallel process event)
$game_map.update
# Switch to map screen
$scene = Scene_Map.new
end
#--------------------------------------------------------------------------
# * Command: Continue
#--------------------------------------------------------------------------
def command_continue
# If continue is disabled
unless @continue_enabled
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to load screen
$scene = Scene_Load.new
end
#--------------------------------------------------------------------------
# * Command: Shutdown
#--------------------------------------------------------------------------
def command_shutdown
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Fade out BGM, BGS, and ME
Audio.bgm_fade(800)
Audio.bgs_fade(800)
Audio.me_fade(800)
# Shutdown
$scene = nil
end
#--------------------------------------------------------------------------
# * Battle Test
#--------------------------------------------------------------------------
def battle_test
# Load database (for battle test)
$data_actors = load_data("Data/BT_Actors.rxdata")
$data_classes = load_data("Data/BT_Classes.rxdata")
$data_skills = load_data("Data/BT_Skills.rxdata")
$data_items = load_data("Data/BT_Items.rxdata")
$data_weapons = load_data("Data/BT_Weapons.rxdata")
$data_armors = load_data("Data/BT_Armors.rxdata")
$data_enemies = load_data("Data/BT_Enemies.rxdata")
$data_troops = load_data("Data/BT_Troops.rxdata")
$data_states = load_data("Data/BT_States.rxdata")
$data_animations = load_data("Data/BT_Animations.rxdata")
$data_tilesets = load_data("Data/BT_Tilesets.rxdata")
$data_common_events = load_data("Data/BT_CommonEvents.rxdata")
$data_system = load_data("Data/BT_System.rxdata")
# Reset frame count for measuring play time
Graphics.frame_count = 0
# Make each game object
$game_temp = Game_Temp.new
$game_system = Game_System.new
$game_switches = Game_Switches.new
$game_variables = Game_Variables.new
$game_self_switches = Game_SelfSwitches.new
$game_screen = Game_Screen.new
$game_actors = Game_Actors.new
$game_party = Game_Party.new
$game_troop = Game_Troop.new
$game_map = Game_Map.new
$game_player = Game_Player.new
# Set up party for battle test
$game_party.setup_battle_test_members
# Set troop ID, can escape flag, and battleback
$game_temp.battle_troop_id = $data_system.test_troop_id
$game_temp.battle_can_escape = true
$game_map.battleback_name = $data_system.battleback_name
# Play battle start SE
$game_system.se_play($data_system.battle_start_se)
# Play battle BGM
$game_system.bgm_play($game_system.battle_bgm)
# Switch to battle screen
$scene = Scene_Battle.new
end
end
Z góry dziękuję za pomoc
(o ile ją dostanę)
To jest sygnatura która nikogo nie obchodzi, bo informacje tutaj wypisane są kłamstwem.
Slave:
Gra nigdy nie wyjdzie. Demo gotowe do wrzucenia.
Pożoga:
Gra ma wyjść przed końcem roku (prawdopodobnie).
The Room:
Ruszyły pierwsze szkice.
|
|