problem z cms
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[XP] problem z cms
M4t3us2 Offline
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Liczba postów: 38
Dołączył: 03-05-13

Pomógł: 0



Post: #1
problem z cms

Witam, potrafiłby ktoś przerobić skrypt (własne komendy w menu)
#==============================================================================
# Własne komendy w menu [XP] / Custom Menu Commands [XP]
#==============================================================================
# Autor: Ayene  
#==============================================================================
# Skrypt pozwala dodać do menu własne polecenia. Przewidziano również wyłączenie
# okien ze złotem, czasem i liczbą kroków.
# Instalacja: Umieść skrypt nad Main.
#==============================================================================

module Ayene    
  # Lista poleceń w menu  

  MENU_COMMANDS = [

  #["Nazwa" , "Scena", Wybór postaci
  ["Ekwipunek",      'Scene_Equip',     false],
  ["Przedmioty",     'Scene_Item',      false],
  ["Rozdaj Pkt",     'Scene_Points',    false],
  ["Umiejętności",   'Scene_Skill',     false],
  ["Profil postaci", 'Scene_Status',    false],
  ["Zadania",        'Scene_QuestLog',  false],  
  ["Opcje gry",      'Scene_Option',    false],
  ["Zapisz",         'Scene_Save',      false],  
  ["Wyjście",        'Scene_End',       false],
  
  ]
  # Wybór postaci, to opcja zaznaczenia okna statusu w menu, jak to ma miejsce
  # w przypadku wyboru Umiejętności czy Ekwipunku - po ich wyborze bowiem można
  # wybrać postać, której właściwości chcemy zobaczyć.
  
  # Maksymalna liczba wierszy
  ROW_MAX = 6

  # Indeks poleceń (kolejność w MENU_COMMANDS), które mają być nieaktywne,
  # gdy nie ma bohaterów w drużynie.
  DISABLE_COMMANDS = [0, 1, 2, 3, 4]

  # Okno ze złotem (tak - true / nie - false)
  GOLD_WINDOW = true
  
  # Okno z czasem gry (tak - true / nie - false)
  PLAY_TIME_WINDOW = true
  
  # Okno z liczbą kroków (tak - true / nie - false)
  STEP_WINDOW = true

end

#==============================================================================
# ** Game_Temp
#==============================================================================
class Game_Temp
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :menu_command_index
  #--------------------------------------------------------------------------
  # * Object Initialization (alias)
  #--------------------------------------------------------------------------
  alias aye_gametemp_ini initialize
  def initialize
    aye_gametemp_ini
    @menu_command_index = 0
  end
end

#==============================================================================
# ** Scene_Map
#==============================================================================
class Scene_Map
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  alias aye_scmap_main main
  def main
    $game_temp.menu_command_index = 0
    aye_scmap_main
  end
end
#==============================================================================
# ** Scene_Menu
#==============================================================================
class Scene_Menu
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------  
  def main  
    @command_window = Window_Command.new(160, commands[0])
    @command_window.height = [@command_window.height, Ayene::ROW_MAX * 32 + 32].min
    @command_window.index = $game_temp.menu_command_index  
    Ayene::DISABLE_COMMANDS.each{|i| @command_window.disable_item(i) if $game_party.actors.size == 0}
    @windows = []  
    @windows.push(Window_PlayTime.new) if Ayene::PLAY_TIME_WINDOW
    @windows.push(Window_Steps.new) if Ayene::STEP_WINDOW
    @windows.push(Window_Gold.new) if Ayene::GOLD_WINDOW
    y = @command_window.height
    for window in @windows
      window.x = 0
      window.y = y
      y += window.height

    end
    @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
    for window in @windows
      window.dispose
    end
    @status_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    @command_window.update
    @status_window.update
    for window in @windows
      window.update
    end
    if @command_window.active
      update_command
      return
    end
    if @status_window.active
      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)
      $scene = Scene_Map.new
      return
    end          
    if Input.trigger?(Input::C)
      unless command_enabled?(@command_window.index)
        $game_system.se_play($data_system.buzzer_se)
        return
      end  
      $game_temp.menu_command_index = @command_window.index
      $game_system.se_play($data_system.decision_se)    
      if commands[2][@command_window.index]
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      else
        $scene = eval("#{commands[1][@command_window.index]}.new")
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when status window is active)
  #--------------------------------------------------------------------------
  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)    
      $game_system.se_play($data_system.decision_se)
      $scene = eval("#{commands[1][@command_window.index]}.new(@status_window.index)")
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Check Commands
  #--------------------------------------------------------------------------
  def commands
    commands = []
    next_scene = []
    select_window = []
    for command in Ayene::MENU_COMMANDS
      commands.push(command[0])
      next_scene.push(command[1])
      select_window.push(command[2])
    end  
    return commands, next_scene, select_window
  end
  #--------------------------------------------------------------------------
  # * Check Command Enabled
  #--------------------------------------------------------------------------
  def command_enabled?(index)
    if Ayene::DISABLE_COMMANDS.include?(index) and $game_party.actors.size == 0
      return false
    end
    return true
  end
end
tak aby ustawienie z menu powyżej było w tym cmsie
# Autor - Gatoz (shiwt). Szczególne podziękowania dla Thieffer'a. Egrimowi i
# HellKillerowi też dzięki za pomoc przy malutkim błędzie ;)
# Jest mój pierwszy CMS więc proszę o wyrozumiałość :]

#-------------------------------Window CMS 1.1----------------------------------

# Dodałem możliwość zmiany przezroczystości, czcionki i jej rozmiaru, kilka
# napisów znajdujących się w menu, tj. czas gry, kroki i inne. Szybkość
# wchodzenia okienek. Zmienna odpowiadającej za reputację i szybka możliwość
# zmiany poszczególnych nazw w reputacji.

Szybkość = 5 # UWAGA! Szybkość wchodzenia okienek może wynosić TYLKO 1, 2 albo 5
Przezroczystość = 127
Zmienna = 0001
Czcionka = "Arial"
Rozmiar = 24
Napis_u_góry_ekranu = "  Menu"
Liczba_kroków = "Liczba kroków"
Czas_gry = "Czas gry"
Poziom_1 = "Wieśniak"
Poziom_2 = "Chłop"
Poziom_3 = "Obywatel"
Poziom_4 = "Rycerz"
Poziom_5 = "Szlachcic"
Poziom_6 = "Król"

#-------------------------------------------------------------------------------
# Scene_Menu -------------------------------------------------------------------
#-------------------------------------------------------------------------------
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 = "Zapisz"
    s6 = "Wczytaj"
    s7 = "Wyjście"
    @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
    @command_window.index = @menu_index
    @command_window.x = -160 - @command_window.width / 30
    @command_window.y = 58 - @command_window.height / 30
    @command_window.back_opacity = Przezroczystość
    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
#-------------------------------------------------------------------------------
# Wchodzenie okienek -----------------------------------------------------------
#-------------------------------------------------------------------------------
    @okno1 = Window_Gold2.new
    @okno2 = Window_Steps2.new
    @okno3 = Window_PlayTime2.new
    @okno4 = Window_Napis.new
    @status_window = Window_Postać.new
    @okno6 = Window_Lokacja.new
    @okno7 = Window_Reputacja.new
    @okno1.x = 640
    @okno1.y = 50
    @okno2.x = 640
    @okno2.y = 114
    @okno3.x = 640
    @okno3.y = 210
    @okno4.x = 0
    @okno4.y = -50
    @status_window.x = 0
    @status_window.y = 480
    @okno6.x = 640
    @okno6.y = 306
    @okno7.x = -165
    @okno7.y = 306
    @spriteset = Spriteset_Map.new
    @appearing = true
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @okno1.dispose
    @okno2.dispose
    @okno3.dispose
    @okno4.dispose
    @status_window.dispose
    @okno6.dispose
    @command_window.dispose
    @spriteset.dispose
    @okno7.dispose
  end

  def appear
    @okno1.x -= Szybkość if @okno1.x > 480
    @okno2.x -= Szybkość if @okno2.x > 480
    @okno3.x -= Szybkość  if @okno3.x > 480
    @okno4.y += Szybkość if @okno4.y < 0
    @status_window.y -= Szybkość if @status_window.y > 370
    @okno6.x -= Szybkość if @okno6.x > 480
    @command_window.x += Szybkość if @command_window.x < 0
    @okno7.x += Szybkość if @okno7.x < 0
    if @okno1.x == 480 and @okno2.x == 480 and @okno3.x == 480 and @okno4.y == 0 and @status_window.y == 370 and @okno6.x == 480 and @command_window.x == 0 and @okno7.x == 0
      @appearing = false
    end
  end
  def update
    if @appearing
      appear
    end
    @okno1.update
    @okno2.update
    @okno3.update
    @okno4.update
    @status_window.update
    @okno6.update
    @command_window.update
    @spriteset.update
    @okno7.update
#-------------------------------------------------------------------------------
# Reszta Scene_Menu ------------------------------------------------------------
#-------------------------------------------------------------------------------
    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  # item
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Item.new
      when 1  # skill
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 2  # equipment
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 3  # status
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      when 4  # save
        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  # load
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Loading.new
      when 6  # end game      
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_End.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  # skill
        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  # equipment
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Equip.new(@status_window.index)
      when 3  # status
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Status.new(@status_window.index)
      end
      return
    end
  end
end
#-------------------------------------------------------------------------------
# Window_Selectable2 -----------------------------------------------------------
#-------------------------------------------------------------------------------
class Window_Selectable2 < Window_Base
  attr_reader   :index                  
  attr_reader   :help_window        
  def initialize(x, y, width, height)
    super(x, y, width, height)
    @item_max = 1
    @column_max = 4
    @index = -1
  end
  def index=(index)
    @index = index
    if self.active and @help_window != nil
      update_help
    end
    update_cursor_rect
  end
  def row_max
    return (@item_max + @column_max - 1) / @column_max
  end
  def top_row
    return self.ox / 32
  end
  def top_row=(row)
    if row < 0
      row = 0
    end
    if row > row_max - 1
      row = row_max - 1
    end
    self.ox = row * 32
  end
  def page_row_max
    return (self.height - 32) / 32
  end
  def page_item_max
    return page_row_max * @column_max
  end
  def help_window=(help_window)
    @help_window = help_window
    if self.active and @help_window != nil
      update_help
    end
  end
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
      return
    end
    row = @index / @column_max
    if row < self.top_row
      self.top_row = row
    end
    if row > self.top_row + (self.page_row_max - 1)
      self.top_row = row - (self.page_row_max - 1)
    end
    cursor_width = self.width / @column_max - 32
    y = @index % @column_max * (cursor_width + 32)
    x = @index / @column_max * 32 - self.oy
    self.cursor_rect.set(x, y, cursor_width, 32)
  end
  def update
    super
    if self.active and @item_max > 0 and @index >= 0
      if Input.repeat?(Input::DOWN)
        if (@column_max == 1 and Input.trigger?(Input::DOWN)) or
           @index < @item_max - @column_max
          $game_system.se_play($data_system.cursor_se)
          @index = (@index + @column_max) % @item_max
        end
      end
      if Input.repeat?(Input::UP)
        if (@column_max == 1 and Input.trigger?(Input::UP)) or
           @index >= @column_max
          $game_system.se_play($data_system.cursor_se)
          @index = (@index - @column_max + @item_max) % @item_max
        end
      end
      if Input.repeat?(Input::RIGHT)
        if @column_max >= 2 and @index < @item_max - 1
          $game_system.se_play($data_system.cursor_se)
          @index += 1
        end
      end
      if Input.repeat?(Input::LEFT)
        if @column_max >= 2 and @index > 0
          $game_system.se_play($data_system.cursor_se)
          @index -= 1
        end
      end
      if Input.repeat?(Input::R)
        if self.top_row + (self.page_row_max - 1) < (self.row_max - 1)
          $game_system.se_play($data_system.cursor_se)
          @index = [@index + self.page_item_max, @item_max - 1].min
          self.top_row += self.page_row_max
        end
      end
      if Input.repeat?(Input::L)
        if self.top_row > 0
          $game_system.se_play($data_system.cursor_se)
          @index = [@index - self.page_item_max, 0].max
          self.top_row -= self.page_row_max
        end
      end
    end
    if self.active and @help_window != nil
      update_help
    end
    update_cursor_rect
  end
end
#-------------------------------------------------------------------------------
# Scene_Loading ----------------------------------------------------------------
#-------------------------------------------------------------------------------
class Scene_Loading < Scene_File
  def initialize
    $game_temp = Game_Temp.new
    $game_temp.last_file_index = 0
    latest_time = Time.at(0)
    for i in 0..3
      filename = make_filename(i)
      if FileTest.exist?(filename)
        file = File.open(filename, "r")
        if file.mtime > latest_time
          latest_time = file.mtime
          $game_temp.last_file_index = i
        end
        file.close
      end
    end
    super("Czy chcesz wczytać grę?")
  end
  def on_decision(filename)
    unless FileTest.exist?(filename)
      $game_system.se_play($data_system.buzzer_se)
      return
    end
    $game_system.se_play($data_system.load_se)
    file = File.open(filename, "rb")
    read_save_data(file)
    file.close
    $game_system.bgm_play($game_system.playing_bgm)
    $game_system.bgs_play($game_system.playing_bgs)
    $game_map.update
    $scene = Scene_Map.new
  end
  def on_cancel
    $game_system.se_play($data_system.cancel_se)
    $scene = Scene_Menu.new(5)
  end
  def read_save_data(file)
    characters = Marshal.load(file)
    Graphics.frame_count = Marshal.load(file)
    $game_system        = Marshal.load(file)
    $game_switches      = Marshal.load(file)
    $game_variables     = Marshal.load(file)
    $game_self_switches = Marshal.load(file)
    $game_screen        = Marshal.load(file)
    $game_actors        = Marshal.load(file)
    $game_party         = Marshal.load(file)
    $game_troop         = Marshal.load(file)
    $game_map           = Marshal.load(file)
    $game_player        = Marshal.load(file)
    if $game_system.magic_number != $data_system.magic_number
      $game_map.setup($game_map.map_id)
      $game_player.center($game_player.x, $game_player.y)
    end
    $game_party.refresh
  end
end
#-------------------------------------------------------------------------------
# Scene_End --------------------------------------------------------------------
#-------------------------------------------------------------------------------
class Scene_End
alias oldupdate update
  def update
    @command_window.update
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Menu.new(6)
      return
    end
    if Input.trigger?(Input::C)
      case @command_window.index
      when 0  # to title
        command_to_title
      when 1  # shutdown
        command_shutdown
      when 2  # quit
        command_cancel
        $scene = Scene_Menu.new(6)
      end
      return
      oldupdate
    end
  end
end
#-------------------------------------------------------------------------------
# Window_Postać (Status Menu) --------------------------------------------------
#-------------------------------------------------------------------------------
class Window_Postać < Window_Selectable2
  def initialize
    super(0, 480, 640, 110)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = Czcionka
    self.contents.font.size = Rozmiar
    @frame = 0
    refresh
    self.active = false
    self.index = -1
    self.back_opacity = Przezroczystość
  end
  def refresh
    self.contents.clear
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      x = i * 160
      y = 0
      actor = $game_party.actors[i]
      draw_actor_sprite(actor, x + 90, y + 10)
      draw_actor_name(actor, x, y)
      draw_actor_state(actor, x, y + 32)
    end
  end
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(@index * 160, 0, self.height + 18, 78)
    end
  end
  def draw_actor_sprite (actor, x, y)
    bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
    src_rect = Rect.new(bitmap.width / 4 * @frame, 0, bitmap.width / 4, bitmap.height / 4)
    cw = bitmap.width / 4
    ch = bitmap.height / 4
    self.contents.stretch_blt(Rect.new(x, y, cw, ch), bitmap, src_rect)
  end
  def update
    super      
    if Graphics.frame_count % 10 == 0
      @frame == 3 ? @frame = 0 : @frame += 1    
      refresh
    end
  end
end
#-------------------------------------------------------------------------------
# Napis "Menu" u góry ekranu ---------------------------------------------------
#-------------------------------------------------------------------------------
class Window_Napis < Window_Base
  def initialize
    super(0, -50, 640, 50)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = Czcionka
    self.contents.font.size = Rozmiar
    self.back_opacity = Przezroczystość
    refresh
  end
  def refresh
    self.contents.clear
    self.contents.draw_text(100, -3, 400, 25, Napis_u_góry_ekranu, 1)
  end
end
#-------------------------------------------------------------------------------
# Window_Lokacja ---------------------------------------------------------------
#-------------------------------------------------------------------------------
class Game_Map
  def name
    $map_infos[@map_id]
  end
end

class Scene_Title
  $map_infos = load_data("Data/MapInfos.rxdata")
  for key in $map_infos.keys
    $map_infos[key] = $map_infos[key].name
  end
end

class Window_Lokacja < Window_Base
  def initialize
    super(640, 306, 160, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = Czcionka
    self.contents.font.size = Rozmiar
    self.back_opacity = Przezroczystość
    refresh
  end
  def refresh
    self.contents.clear
    cx = contents.text_size($game_map.name).width
    self.contents.draw_text(124-cx, 0, cx, 32, $game_map.name, 1)
  end
end
#-------------------------------------------------------------------------------
# Window_Gold ------------------------------------------------------------------
#-------------------------------------------------------------------------------
class Window_Gold2 < Window_Base
  def initialize
    super(0, 0, 160, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = Czcionka
    self.contents.font.size = Rozmiar
    self.back_opacity = Przezroczystość
    refresh
  end
  def refresh
    self.contents.clear
    cx = contents.text_size($data_system.words.gold).width
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.gold.to_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2)
  end
end
#-------------------------------------------------------------------------------
# Window_Steps -----------------------------------------------------------------
#-------------------------------------------------------------------------------
class Window_Steps2 < Window_Base
  def initialize
    super(0, 0, 160, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = Czcionka
    self.contents.font.size = Rozmiar
    self.back_opacity = Przezroczystość
    refresh
  end
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 120, 32, Liczba_kroków)
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 32, 120, 32, $game_party.steps.to_s, 2)
  end
end
#-------------------------------------------------------------------------------
# Window_PlayTime --------------------------------------------------------------
#-------------------------------------------------------------------------------
class Window_PlayTime2 < Window_Base
  def initialize
    super(0, 0, 160, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = Czcionka
    self.contents.font.size = Rozmiar
    self.back_opacity = Przezroczystość
    refresh
  end
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 120, 32, Czas_gry)
    @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.font.color = normal_color
    self.contents.draw_text(4, 32, 120, 32, text, 2)
  end
  def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
end
#-------------------------------------------------------------------------------
# Window_Reputacja -------------------------------------------------------------
#-------------------------------------------------------------------------------
class Window_Reputacja < Window_Base
  def initialize
    super(640, 306, 160, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = Czcionka
    self.contents.font.size = Rozmiar
    self.back_opacity = Przezroczystość
    refresh
  end
  def refresh
    self.contents.clear
    @reputacja = $game_variables[Zmienna]
    if @reputacja == 0
      self.contents.draw_text(0, 0, 124, 32, Poziom_1, 1)
    end  
    if @reputacja == 10
      self.contents.draw_text(0, 0, 124, 32, Poziom_2, 1)
    end
    if @reputacja == 30
      self.contents.draw_text(0, 0, 124, 32, Poziom_3, 1)
    end
    if @reputacja == 50
      self.contents.draw_text(0, 0, 124, 32, Poziom_4, 1)
    end
    if @reputacja == 85
      self.contents.draw_text(0, 0, 124, 32, Poziom_5, 1)
    end
    if @reputacja == 100
      self.contents.draw_text(0, 0, 124, 32, Poziom_6, 1)
    end
  end
end

Dokładniej chodzi mi oto żeby te opcje
Spoiler: (Otwórz)
były dostępne w cmsie.
(Ten post był ostatnio modyfikowany: 24-09-13 16:34 przez M4t3us2.)
24-09-13 16:29
Znajdź wszystkie posty użytkownika
"Pomógł" przyznał(a):
Ayene Offline
*


Liczba postów: 758
Dołączył: 09-04-13

Pomógł: 112



Post: #2
RE: problem z cms

Sprawdź to:
# Autor - Gatoz (shiwt). Szczególne podziękowania dla Thieffer'a. Egrimowi i
# HellKillerowi też dzięki za pomoc przy malutkim błędzie ;)
# Jest mój pierwszy CMS więc proszę o wyrozumiałość :]

#-------------------------------Window CMS 1.1----------------------------------

# Dodałem możliwość zmiany przezroczystości, czcionki i jej rozmiaru, kilka
# napisów znajdujących się w menu, tj. czas gry, kroki i inne. Szybkość
# wchodzenia okienek. Zmienna odpowiadającej za reputację i szybka możliwość
# zmiany poszczególnych nazw w reputacji.

Szybkość = 5 # UWAGA! Szybkość wchodzenia okienek może wynosić TYLKO 1, 2 albo 5
Przezroczystość = 127
Zmienna = 0001
Czcionka = "Arial"
Rozmiar = 24
Napis_u_góry_ekranu = "  Menu"
Liczba_kroków = "Liczba kroków"
Czas_gry = "Czas gry"
Poziom_1 = "Wieśniak"
Poziom_2 = "Chłop"
Poziom_3 = "Obywatel"
Poziom_4 = "Rycerz"
Poziom_5 = "Szlachcic"
Poziom_6 = "Król"


module Ayene    
  # Lista poleceń w menu  

  MENU_COMMANDS = [

  #["Nazwa" , "Scena", Wybór postaci
  ["Ekwipunek",      'Scene_Equip',     false],
  ["Przedmioty",     'Scene_Item',      false],
  ["Rozdaj Pkt",     'Scene_Points',    false],
  ["Umiejętności",   'Scene_Skill',     false],
  ["Profil postaci", 'Scene_Status',    false],
  ["Zadania",        'Scene_QuestLog',  false],  
  ["Opcje gry",      'Scene_Option',    false],
  ["Zapisz",         'Scene_Save',      false],  
  ["Wyjście",        'Scene_End',       false],
  
  ]
  # Wybór postaci, to opcja zaznaczenia okna statusu w menu, jak to ma miejsce
  # w przypadku wyboru Umiejętności czy Ekwipunku - po ich wyborze bowiem można
  # wybrać postać, której właściwości chcemy zobaczyć.
  
  # Maksymalna liczba wierszy
  ROW_MAX = 6

  # Indeks poleceń (kolejność w MENU_COMMANDS), które mają być nieaktywne,
  # gdy nie ma bohaterów w drużynie.
  DISABLE_COMMANDS = [0, 1, 2, 3, 4]
end

#==============================================================================
# ** Game_Temp
#==============================================================================
class Game_Temp
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :menu_command_index
  #--------------------------------------------------------------------------
  # * Object Initialization (alias)
  #--------------------------------------------------------------------------
  alias aye_gametemp_ini initialize
  def initialize
    aye_gametemp_ini
    @menu_command_index = 0
  end
end

#==============================================================================
# ** Scene_Map
#==============================================================================
class Scene_Map
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  alias aye_scmap_main main
  def main
    $game_temp.menu_command_index = 0
    aye_scmap_main
  end
end

#-------------------------------------------------------------------------------
# Scene_Menu -------------------------------------------------------------------
#-------------------------------------------------------------------------------
class Scene_Menu
  def main    
    @command_window = Window_Command.new(160, commands[0])
    @command_window.height = [@command_window.height, Ayene::ROW_MAX * 32 + 32].min
    @command_window.index = $game_temp.menu_command_index  
    Ayene::DISABLE_COMMANDS.each{|i| @command_window.disable_item(i) if $game_party.actors.size == 0}
    @command_window.x = -160 - @command_window.width / 30
    @command_window.y = 58 - @command_window.height / 30
    @command_window.back_opacity = Przezroczystość
    if $game_system.save_disabled
      @command_window.disable_item(4)
    end
#-------------------------------------------------------------------------------
# Wchodzenie okienek -----------------------------------------------------------
#-------------------------------------------------------------------------------
    @okno1 = Window_Gold2.new
    @okno2 = Window_Steps2.new
    @okno3 = Window_PlayTime2.new
    @okno4 = Window_Napis.new
    @status_window = Window_Postać.new
    @okno6 = Window_Lokacja.new
    @okno7 = Window_Reputacja.new
    @okno1.x = 640
    @okno1.y = 50
    @okno2.x = 640
    @okno2.y = 114
    @okno3.x = 640
    @okno3.y = 210
    @okno4.x = 0
    @okno4.y = -50
    @status_window.x = 0
    @status_window.y = 480
    @okno6.x = 640
    @okno6.y = 306
    @okno7.x = -165
    @okno7.y = 306
    @spriteset = Spriteset_Map.new
    @appearing = true
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @okno1.dispose
    @okno2.dispose
    @okno3.dispose
    @okno4.dispose
    @status_window.dispose
    @okno6.dispose
    @command_window.dispose
    @spriteset.dispose
    @okno7.dispose
  end

  def appear
    @okno1.x -= Szybkość if @okno1.x > 480
    @okno2.x -= Szybkość if @okno2.x > 480
    @okno3.x -= Szybkość  if @okno3.x > 480
    @okno4.y += Szybkość if @okno4.y < 0
    @status_window.y -= Szybkość if @status_window.y > 370
    @okno6.x -= Szybkość if @okno6.x > 480
    @command_window.x += Szybkość if @command_window.x < 0
    @okno7.x += Szybkość if @okno7.x < 0
    if @okno1.x == 480 and @okno2.x == 480 and @okno3.x == 480 and @okno4.y == 0 and @status_window.y == 370 and @okno6.x == 480 and @command_window.x == 0 and @okno7.x == 0
      @appearing = false
    end
  end
  def update
    if @appearing
      appear
    end
    @okno1.update
    @okno2.update
    @okno3.update
    @okno4.update
    @status_window.update
    @okno6.update
    @command_window.update
    @spriteset.update
    @okno7.update
#-------------------------------------------------------------------------------
# Reszta Scene_Menu ------------------------------------------------------------
#-------------------------------------------------------------------------------
    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)
      unless command_enabled?(@command_window.index)
        $game_system.se_play($data_system.buzzer_se)
        return
      end  
      $game_temp.menu_command_index = @command_window.index
      $game_system.se_play($data_system.decision_se)    
      if commands[2][@command_window.index]
        @command_window.active = false
        @status_window.active = true
        @status_window.index = 0
      else
        $scene = eval("#{commands[1][@command_window.index]}.new")
      end
      return
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (when status window is active)
  #--------------------------------------------------------------------------
  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)    
      $game_system.se_play($data_system.decision_se)
      $scene = eval("#{commands[1][@command_window.index]}.new(@status_window.index)")
      return
    end
  end
    #--------------------------------------------------------------------------
  # * Check Commands
  #--------------------------------------------------------------------------
  def commands
    commands = []
    next_scene = []
    select_window = []
    for command in Ayene::MENU_COMMANDS
      commands.push(command[0])
      next_scene.push(command[1])
      select_window.push(command[2])
    end  
    return commands, next_scene, select_window
  end
  #--------------------------------------------------------------------------
  # * Check Command Enabled
  #--------------------------------------------------------------------------
  def command_enabled?(index)
    if Ayene::DISABLE_COMMANDS.include?(index) and $game_party.actors.size == 0
      return false
    end
    return true
  end

end
#-------------------------------------------------------------------------------
# Window_Selectable2 -----------------------------------------------------------
#-------------------------------------------------------------------------------
class Window_Selectable2 < Window_Base
  attr_reader   :index                  
  attr_reader   :help_window        
  def initialize(x, y, width, height)
    super(x, y, width, height)
    @item_max = 1
    @column_max = 4
    @index = -1
  end
  def index=(index)
    @index = index
    if self.active and @help_window != nil
      update_help
    end
    update_cursor_rect
  end
  def row_max
    return (@item_max + @column_max - 1) / @column_max
  end
  def top_row
    return self.ox / 32
  end
  def top_row=(row)
    if row < 0
      row = 0
    end
    if row > row_max - 1
      row = row_max - 1
    end
    self.ox = row * 32
  end
  def page_row_max
    return (self.height - 32) / 32
  end
  def page_item_max
    return page_row_max * @column_max
  end
  def help_window=(help_window)
    @help_window = help_window
    if self.active and @help_window != nil
      update_help
    end
  end
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
      return
    end
    row = @index / @column_max
    if row < self.top_row
      self.top_row = row
    end
    if row > self.top_row + (self.page_row_max - 1)
      self.top_row = row - (self.page_row_max - 1)
    end
    cursor_width = self.width / @column_max - 32
    y = @index % @column_max * (cursor_width + 32)
    x = @index / @column_max * 32 - self.oy
    self.cursor_rect.set(x, y, cursor_width, 32)
  end
  def update
    super
    if self.active and @item_max > 0 and @index >= 0
      if Input.repeat?(Input::DOWN)
        if (@column_max == 1 and Input.trigger?(Input::DOWN)) or
           @index < @item_max - @column_max
          $game_system.se_play($data_system.cursor_se)
          @index = (@index + @column_max) % @item_max
        end
      end
      if Input.repeat?(Input::UP)
        if (@column_max == 1 and Input.trigger?(Input::UP)) or
           @index >= @column_max
          $game_system.se_play($data_system.cursor_se)
          @index = (@index - @column_max + @item_max) % @item_max
        end
      end
      if Input.repeat?(Input::RIGHT)
        if @column_max >= 2 and @index < @item_max - 1
          $game_system.se_play($data_system.cursor_se)
          @index += 1
        end
      end
      if Input.repeat?(Input::LEFT)
        if @column_max >= 2 and @index > 0
          $game_system.se_play($data_system.cursor_se)
          @index -= 1
        end
      end
      if Input.repeat?(Input::R)
        if self.top_row + (self.page_row_max - 1) < (self.row_max - 1)
          $game_system.se_play($data_system.cursor_se)
          @index = [@index + self.page_item_max, @item_max - 1].min
          self.top_row += self.page_row_max
        end
      end
      if Input.repeat?(Input::L)
        if self.top_row > 0
          $game_system.se_play($data_system.cursor_se)
          @index = [@index - self.page_item_max, 0].max
          self.top_row -= self.page_row_max
        end
      end
    end
    if self.active and @help_window != nil
      update_help
    end
    update_cursor_rect
  end
end




#-------------------------------------------------------------------------------
# Scene_Loading ----------------------------------------------------------------
#-------------------------------------------------------------------------------
class Scene_Loading < Scene_File
  def initialize
    $game_temp = Game_Temp.new
    $game_temp.last_file_index = 0
    latest_time = Time.at(0)
    for i in 0..3
      filename = make_filename(i)
      if FileTest.exist?(filename)
        file = File.open(filename, "r")
        if file.mtime > latest_time
          latest_time = file.mtime
          $game_temp.last_file_index = i
        end
        file.close
      end
    end
    super("Czy chcesz wczytać grę?")
  end
  def on_decision(filename)
    unless FileTest.exist?(filename)
      $game_system.se_play($data_system.buzzer_se)
      return
    end
    $game_system.se_play($data_system.load_se)
    file = File.open(filename, "rb")
    read_save_data(file)
    file.close
    $game_system.bgm_play($game_system.playing_bgm)
    $game_system.bgs_play($game_system.playing_bgs)
    $game_map.update
    $scene = Scene_Map.new
  end
  def on_cancel
    $game_system.se_play($data_system.cancel_se)
    $scene = Scene_Menu.new(5)
  end
  def read_save_data(file)
    characters = Marshal.load(file)
    Graphics.frame_count = Marshal.load(file)
    $game_system        = Marshal.load(file)
    $game_switches      = Marshal.load(file)
    $game_variables     = Marshal.load(file)
    $game_self_switches = Marshal.load(file)
    $game_screen        = Marshal.load(file)
    $game_actors        = Marshal.load(file)
    $game_party         = Marshal.load(file)
    $game_troop         = Marshal.load(file)
    $game_map           = Marshal.load(file)
    $game_player        = Marshal.load(file)
    if $game_system.magic_number != $data_system.magic_number
      $game_map.setup($game_map.map_id)
      $game_player.center($game_player.x, $game_player.y)
    end
    $game_party.refresh
  end
end
#-------------------------------------------------------------------------------
# Scene_End --------------------------------------------------------------------
#-------------------------------------------------------------------------------
class Scene_End
alias oldupdate update
  def update
    @command_window.update
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Menu.new(6)
      return
    end
    if Input.trigger?(Input::C)
      case @command_window.index
      when 0  # to title
        command_to_title
      when 1  # shutdown
        command_shutdown
      when 2  # quit
        command_cancel
        $scene = Scene_Menu.new(6)
      end
      return
      oldupdate
    end
  end
end
#-------------------------------------------------------------------------------
# Window_Postać (Status Menu) --------------------------------------------------
#-------------------------------------------------------------------------------
class Window_Postać < Window_Selectable2
  def initialize
    super(0, 480, 640, 110)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = Czcionka
    self.contents.font.size = Rozmiar
    @frame = 0
    refresh
    self.active = false
    self.index = -1
    self.back_opacity = Przezroczystość
  end
  def refresh
    self.contents.clear
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      x = i * 160
      y = 0
      actor = $game_party.actors[i]
      draw_actor_sprite(actor, x + 90, y + 10)
      draw_actor_name(actor, x, y)
      draw_actor_state(actor, x, y + 32)
    end
  end
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
    else
      self.cursor_rect.set(@index * 160, 0, self.height + 18, 78)
    end
  end
  def draw_actor_sprite (actor, x, y)
    bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
    src_rect = Rect.new(bitmap.width / 4 * @frame, 0, bitmap.width / 4, bitmap.height / 4)
    cw = bitmap.width / 4
    ch = bitmap.height / 4
    self.contents.stretch_blt(Rect.new(x, y, cw, ch), bitmap, src_rect)
  end
  def update
    super      
    if Graphics.frame_count % 10 == 0
      @frame == 3 ? @frame = 0 : @frame += 1    
      refresh
    end
  end
end
#-------------------------------------------------------------------------------
# Napis "Menu" u góry ekranu ---------------------------------------------------
#-------------------------------------------------------------------------------
class Window_Napis < Window_Base
  def initialize
    super(0, -50, 640, 50)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = Czcionka
    self.contents.font.size = Rozmiar
    self.back_opacity = Przezroczystość
    refresh
  end
  def refresh
    self.contents.clear
    self.contents.draw_text(100, -3, 400, 25, Napis_u_góry_ekranu, 1)
  end
end
#-------------------------------------------------------------------------------
# Window_Lokacja ---------------------------------------------------------------
#-------------------------------------------------------------------------------
class Game_Map
  def name
    $map_infos[@map_id]
  end
end

class Scene_Title
  $map_infos = load_data("Data/MapInfos.rxdata")
  for key in $map_infos.keys
    $map_infos[key] = $map_infos[key].name
  end
end

class Window_Lokacja < Window_Base
  def initialize
    super(640, 306, 160, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = Czcionka
    self.contents.font.size = Rozmiar
    self.back_opacity = Przezroczystość
    refresh
  end
  def refresh
    self.contents.clear
    cx = contents.text_size($game_map.name).width
    self.contents.draw_text(124-cx, 0, cx, 32, $game_map.name, 1)
  end
end
#-------------------------------------------------------------------------------
# Window_Gold ------------------------------------------------------------------
#-------------------------------------------------------------------------------
class Window_Gold2 < Window_Base
  def initialize
    super(0, 0, 160, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = Czcionka
    self.contents.font.size = Rozmiar
    self.back_opacity = Przezroczystość
    refresh
  end
  def refresh
    self.contents.clear
    cx = contents.text_size($data_system.words.gold).width
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.gold.to_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2)
  end
end
#-------------------------------------------------------------------------------
# Window_Steps -----------------------------------------------------------------
#-------------------------------------------------------------------------------
class Window_Steps2 < Window_Base
  def initialize
    super(0, 0, 160, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = Czcionka
    self.contents.font.size = Rozmiar
    self.back_opacity = Przezroczystość
    refresh
  end
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 120, 32, Liczba_kroków)
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 32, 120, 32, $game_party.steps.to_s, 2)
  end
end
#-------------------------------------------------------------------------------
# Window_PlayTime --------------------------------------------------------------
#-------------------------------------------------------------------------------
class Window_PlayTime2 < Window_Base
  def initialize
    super(0, 0, 160, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = Czcionka
    self.contents.font.size = Rozmiar
    self.back_opacity = Przezroczystość
    refresh
  end
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 120, 32, Czas_gry)
    @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.font.color = normal_color
    self.contents.draw_text(4, 32, 120, 32, text, 2)
  end
  def update
    super
    if Graphics.frame_count / Graphics.frame_rate != @total_sec
      refresh
    end
  end
end
#-------------------------------------------------------------------------------
# Window_Reputacja -------------------------------------------------------------
#-------------------------------------------------------------------------------
class Window_Reputacja < Window_Base
  def initialize
    super(640, 306, 160, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = Czcionka
    self.contents.font.size = Rozmiar
    self.back_opacity = Przezroczystość
    refresh
  end
  def refresh
    self.contents.clear
    @reputacja = $game_variables[Zmienna]
    if @reputacja == 0
      self.contents.draw_text(0, 0, 124, 32, Poziom_1, 1)
    end  
    if @reputacja == 10
      self.contents.draw_text(0, 0, 124, 32, Poziom_2, 1)
    end
    if @reputacja == 30
      self.contents.draw_text(0, 0, 124, 32, Poziom_3, 1)
    end
    if @reputacja == 50
      self.contents.draw_text(0, 0, 124, 32, Poziom_4, 1)
    end
    if @reputacja == 85
      self.contents.draw_text(0, 0, 124, 32, Poziom_5, 1)
    end
    if @reputacja == 100
      self.contents.draw_text(0, 0, 124, 32, Poziom_6, 1)
    end
  end
end

[Obrazek: aye_furniture_pres.png]
27-09-13 20:11
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"Pomógł" przyznał(a):
M4t3us2 Offline
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Liczba postów: 38
Dołączył: 03-05-13

Pomógł: 0



Post: #3
RE: problem z cms

Jak mogłoby nie działać, w końcu to twoja robota :D
Dzięki.
28-09-13 17:26
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