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Messages : 184 Date d'inscription : 14/07/2013 Age : 25 Localisation : Ici, la plupart du temps.
| Sujet: Ace - Menu Item Dim 21 Juil - 12:36 | |
| Ace - Menu ItemCrédit : YanflyDernière mise à jour: 2012.01.05 - Code:
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#============================================================================== # # ▼ Yanfly Engine Ace - Ace Item Menu v1.02 # -- Last Updated: 2012.01.05 # -- Level: Normal, Hard # -- Requires: n/a # #==============================================================================
$imported = {} if $imported.nil? $imported["YEA-ItemMenu"] = true
#============================================================================== # ▼ Updates # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # 2012.01.05 - Compatibility Update with Equip Dynamic Stats. # 2012.01.03 - Started Script and Finished. # - Compatibility Update with Ace Menu Engine. # #============================================================================== # ▼ Introduction # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # The Ace Item Menu offers more item categorization control and a better layout # that simulatenously provides information regarding the items to the player, # while keeping a good amount of the item list visible on screen at once. The # script can also be customized to rearrange commands and categories. # #============================================================================== # ▼ Instructions # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # To install this script, open up your script editor and copy/paste this script # to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save. # # ----------------------------------------------------------------------------- # Item Notetags - These notetags go in the item notebox in the database. # ----------------------------------------------------------------------------- # <category: string> # Places this object into the item category for "string". Whenever the selected # category is highlighted in the Ace Item Menu command window, this object will # be included and shown in the item window. # # <image: string> # Uses a picture from Graphics\Pictures\ of your RPG Maker VX Ace Project's # directory with the filename of "string" (without the extension) as the image # picture shown in the Ace Item Menu. # # ----------------------------------------------------------------------------- # Weapon Notetags - These notetags go in the weapon notebox in the database. # ----------------------------------------------------------------------------- # <category: string> # Places this object into the item category for "string". Whenever the selected # category is highlighted in the Ace Item Menu command window, this object will # be included and shown in the item window. # # <image: string> # Uses a picture from Graphics\Pictures\ of your RPG Maker VX Ace Project's # directory with the filename of "string" (without the extension) as the image # picture shown in the Ace Item Menu. # # ----------------------------------------------------------------------------- # Armour Notetags - These notetags go in the armour notebox in the database. # ----------------------------------------------------------------------------- # <category: string> # Places this object into the item category for "string". Whenever the selected # category is highlighted in the Ace Item Menu command window, this object will # be included and shown in the item window. # # <image: string> # Uses a picture from Graphics\Pictures\ of your RPG Maker VX Ace Project's # directory with the filename of "string" (without the extension) as the image # picture shown in the Ace Item Menu. # #============================================================================== # ▼ Compatibility # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that # it will run with RPG Maker VX without adjusting. # #==============================================================================
module YEA module ITEM #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - Item Command Settings - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # This array adjusts what options appear in the initial item command window # before the items are split into separate categories. Add commands, remove # commands, or rearrange them. Here's a list of which does what: # # ------------------------------------------------------------------------- # :command Description # ------------------------------------------------------------------------- # :item Opens up the various item categories. Default. # :weapon Opens up the various weapon categories. Default. # :armor Opens up the various armour categories. Default. # :key_item Shows a list of the various key items. Default. # # :gogototori Requires Kread-EX's Go Go Totori Synthesis. # #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- COMMANDS =[ :item, # Opens up the various item categories. Default. :weapon, # Opens up the various weapon categories. Default. :armor, # Opens up the various armour categories. Default. :key_item, # Shows a list of the various key items. Default. :gogototori, # Requires Kread-EX's Go Go Totori Synthesis. # :custom1, # Custom command 1. # :custom2, # Custom command 2. ] # Do not remove this. #-------------------------------------------------------------------------- # - Item Custom Commands - # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # For those who use scripts to that may produce unique effects for the item # scene, use this hash to manage the custom commands for the Item Command # Window. You can disable certain commands or prevent them from appearing # by using switches. If you don't wish to bind them to a switch, set the # proper switch to 0 for it to have no impact. #-------------------------------------------------------------------------- CUSTOM_ITEM_COMMANDS ={ # :command => ["Display Name", EnableSwitch, ShowSwitch, Handler Method], :gogototori => ["Synthesis", 0, 0, :command_totori], :custom1 => [ "Custom Name", 0, 0, :command_name1], :custom2 => [ "Custom Text", 13, 0, :command_name2], } # Do not remove this. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - Item Type Settings - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # These arrays adjusts and shows the various item types shown for Items, # Weapons, and Armours. Note that when using :category symbols, the # specific category shown will be equal to the text used for the Display # and the included item must contain a category equal to the Display name. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # This array contains the order for the Item categories. ITEM_TYPES =[ # [ :symbol, "Display"], [ :field, "Field"], # Shows Menu-usable items. [ :battle, "Battle"], # Shows Battle-usable items. [:category, "Special"], # Categorized by <category: string> [:category,"Ingredient"], # Categorized by <category: string> [:key_item, "Key Item"], # Shows all key items. [ :all, "All"], # Shows all usable items. ] # Do not remove this. # This array contains the order for the Weapon categories. WEAPON_TYPES =[ # [ :symbol, "Display"], [ :types, "WPNTYPES"], # Lists all of the individual weapon types. [:category, "Training"], # Categorized by <category: string> [:category, "Legendary"], # Categorized by <category: string> [ :all, "All"], # Shows all weapons. ] # Do not remove this. # This array contains the order for the Armour categories. ARMOUR_TYPES =[ # [ :symbol, "Display"], [ :slots, "ARMSLOTS"], # Lists all of the individual armour slots. [ :types, "ARMTYPES"], # Lists all of the individual armours types. [:category, "Training"], # Categorized by <category: string> [:category, "Legendary"], # Categorized by <category: string> [ :all, "All"], # Shows all armours. ] # Do not remove this. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # - Item Status Settings - #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- # The item status window displays information about the item in detail. # Adjust the settings below to change the way the status window appears. #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- STATUS_FONT_SIZE = 20 # Font size used for status window. MAX_ICONS_DRAWN = 10 # Maximum number of icons drawn for states. # The following adjusts the vocabulary used for the status window. Each # of the vocabulary settings are self explanatory. VOCAB_STATUS ={ :empty => "---", # Text used when nothing is shown. :hp_recover => "HP Heal", # Text used for HP Recovery. :mp_recover => "MP Heal", # Text used for MP Recovery. :tp_recover => "TP Heal", # Text used for TP Recovery. :tp_gain => "TP Gain", # Text used for TP Gain. :applies => "Applies", # Text used for applied states and buffs. :removes => "Removes", # Text used for removed states and buffs. } # Do not remove this. end # ITEM end # YEA
#============================================================================== # ▼ Editting anything past this point may potentially result in causing # computer damage, incontinence, explosion of user's head, coma, death, and/or # halitosis so edit at your own risk. #==============================================================================
module YEA module REGEXP module BASEITEM CATEGORY = /<(?:CATEGORIES|category):[ ](.*)>/i IMAGE = /<(?:IMAGE|image):[ ](.*)>/i end # BASEITEM end # REGEXP end # YEA
#============================================================================== # ■ Numeric #==============================================================================
class Numeric #-------------------------------------------------------------------------- # new method: group_digits #-------------------------------------------------------------------------- unless $imported["YEA-CoreEngine"] def group; return self.to_s; end end # $imported["YEA-CoreEngine"] end # Numeric
#============================================================================== # ■ Vocab #==============================================================================
module Vocab #-------------------------------------------------------------------------- # new method: self.item_status #-------------------------------------------------------------------------- def self.item_status(type) return YEA::ITEM::VOCAB_STATUS[type] end end # Vocab
#============================================================================== # ■ DataManager #==============================================================================
module DataManager #-------------------------------------------------------------------------- # alias method: load_database #-------------------------------------------------------------------------- class <<self; alias load_database_aim load_database; end def self.load_database load_database_aim load_notetags_aim end #-------------------------------------------------------------------------- # new method: load_notetags_aim #-------------------------------------------------------------------------- def self.load_notetags_aim groups = [$data_items, $data_weapons, $data_armors] for group in groups for obj in group next if obj.nil? obj.load_notetags_aim end end end end # DataManager
#============================================================================== # ■ RPG::BaseItem #==============================================================================
class RPG::BaseItem #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_accessor :category attr_accessor :image #-------------------------------------------------------------------------- # common cache: load_notetags_aim #-------------------------------------------------------------------------- def load_notetags_aim @category = [] #--- self.note.split(/[\r\n]+/).each { |line| case line #--- when YEA::REGEXP::BASEITEM::CATEGORY @category.push($1.upcase.to_s) when YEA::REGEXP::BASEITEM::IMAGE @image = $1.to_s end } # self.note.split #--- end end # RPG::BaseItem
#============================================================================== # ■ Game_Temp #==============================================================================
class Game_Temp #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_accessor :scene_item_index attr_accessor :scene_item_oy end # Game_Temp
#============================================================================== # ■ Window_ItemList #==============================================================================
class Window_ItemList < Window_Selectable #-------------------------------------------------------------------------- # overwrite method: draw_item #-------------------------------------------------------------------------- def draw_item(index) item = @data[index] return if item.nil? rect = item_rect(index) rect.width -= 4 draw_item_name(item, rect.x, rect.y, enable?(item), rect.width - 24) draw_item_number(rect, item) end end # Window_ItemList
#============================================================================== # ■ Window_ItemCommand #==============================================================================
class Window_ItemCommand < Window_Command #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_reader :item_window #-------------------------------------------------------------------------- # initialize #-------------------------------------------------------------------------- def initialize(x, y) super(x, y) end #-------------------------------------------------------------------------- # window_width #-------------------------------------------------------------------------- def window_width; return 160; end #-------------------------------------------------------------------------- # visible_line_number #-------------------------------------------------------------------------- def visible_line_number; return 4; end #-------------------------------------------------------------------------- # process_ok #-------------------------------------------------------------------------- def process_ok $game_temp.scene_item_index = index $game_temp.scene_item_oy = self.oy super end #-------------------------------------------------------------------------- # make_command_list #-------------------------------------------------------------------------- def make_command_list for command in YEA::ITEM::COMMANDS case command #--- Default Commands --- when :item add_command(Vocab::item, :item) when :weapon add_command(Vocab::weapon, :weapon) when :armor add_command(Vocab::armor, :armor) when :key_item add_command(Vocab::key_item, :key_item) #--- Imported --- when :gogototori next unless $imported["KRX-AlchemicSynthesis"] process_custom_command(command) #--- Custom Commands --- else process_custom_command(command) end end end #-------------------------------------------------------------------------- # process_custom_command #-------------------------------------------------------------------------- def process_custom_command(command) return unless YEA::ITEM::CUSTOM_ITEM_COMMANDS.include?(command) show = YEA::ITEM::CUSTOM_ITEM_COMMANDS[command][2] continue = show <= 0 ? true : $game_switches[show] return unless continue text = YEA::ITEM::CUSTOM_ITEM_COMMANDS[command][0] switch = YEA::ITEM::CUSTOM_ITEM_COMMANDS[command][1] enabled = switch <= 0 ? true : $game_switches[switch] add_command(text, command, enabled) end #-------------------------------------------------------------------------- # update #-------------------------------------------------------------------------- def update super return unless self.active @item_window.category = current_symbol if @item_window end #-------------------------------------------------------------------------- # item_window= #-------------------------------------------------------------------------- def item_window=(item_window) @item_window = item_window update end end # Window_ItemCommand
#============================================================================== # ■ Window_ItemType #==============================================================================
class Window_ItemType < Window_Command #-------------------------------------------------------------------------- # public instance variables #-------------------------------------------------------------------------- attr_reader :item_window #-------------------------------------------------------------------------- # initialize #-------------------------------------------------------------------------- def initialize(x, y) super(x, y) deactivate @type = nil end #-------------------------------------------------------------------------- # window_width #-------------------------------------------------------------------------- def window_width; return 160; end #-------------------------------------------------------------------------- # visible_line_number #-------------------------------------------------------------------------- def visible_line_number; return 4; end #-------------------------------------------------------------------------- # reveal #-------------------------------------------------------------------------- def reveal(type) @type = type refresh activate select(0) end #-------------------------------------------------------------------------- # make_command_list #-------------------------------------------------------------------------- def make_command_list return if @type.nil? #--- case @type when :item commands = YEA::ITEM::ITEM_TYPES when :weapon commands = YEA::ITEM::WEAPON_TYPES else commands = YEA::ITEM::ARMOUR_TYPES end #--- for command in commands case command[0] #--- when :types case @type when :weapon for i in 1...$data_system.weapon_types.size name = $data_system.weapon_types[i] add_command(name, :w_type, true, i) end else for i in 1...$data_system.armor_types.size name = $data_system.armor_types[i] add_command(name, :a_type, true, i) end end #--- when :slots if $imported["YEA-AceEquipEngine"] maximum = 1 for key in YEA::EQUIP::TYPES maximum = [maximum, key[0]].max end else maximum = 4 end for i in 1..maximum name = Vocab::etype(i) add_command(name, :e_type, true, i) if name != "" end #--- else add_command(command[1], command[0], true, @type) end end end #-------------------------------------------------------------------------- # update #-------------------------------------------------------------------------- def update super return unless self.active @item_window.category = current_symbol if @item_window end #-------------------------------------------------------------------------- # item_window= #-------------------------------------------------------------------------- def item_window=(item_window) @item_window = item_window update end end # Window_ItemType
#============================================================================== # ■ Window_ItemList #==============================================================================
class Window_ItemList < Window_Selectable #-------------------------------------------------------------------------- # alias method: initialize #-------------------------------------------------------------------------- alias window_itemlist_initialize_aim initialize def initialize(dx, dy, dw, dh) window_itemlist_initialize_aim(dx, dy, dw, dh) @ext = :none @name = "" end #-------------------------------------------------------------------------- # alias method: category= #-------------------------------------------------------------------------- alias window_itemlist_category_aim category= def category=(category) if @types_window.nil? window_itemlist_category_aim(category) else return unless update_types?(category) @category = category if @types_window.active @name = @types_window.current_data[:name] @ext = @types_window.current_ext end refresh self.oy = 0 end end #-------------------------------------------------------------------------- # new method: update_types? #-------------------------------------------------------------------------- def update_types?(category) return true if @category != category return false unless @types_window.active if category == :category return @name != @types_window.current_data[:name] end return @ext != @types_window.current_ext end #-------------------------------------------------------------------------- # new method: types_window= #-------------------------------------------------------------------------- def types_window=(window) @types_window = window end #-------------------------------------------------------------------------- # alias method: include? #-------------------------------------------------------------------------- alias window_itemlist_include_aim include? def include?(item) if @types_window.nil? return window_itemlist_include_aim(item) else return ace_item_menu_include?(item) end end #-------------------------------------------------------------------------- # new method: ace_item_menu_include? #-------------------------------------------------------------------------- def ace_item_menu_include?(item) case @category #--- when :field return false unless item.is_a?(RPG::Item) return item.menu_ok? when :battle return false unless item.is_a?(RPG::Item) return item.battle_ok? #--- when :w_type return false unless item.is_a?(RPG::Weapon) return item.wtype_id == @types_window.current_ext when :a_type return false unless item.is_a?(RPG::Armor) return item.atype_id == @types_window.current_ext when :e_type return false unless item.is_a?(RPG::Armor) return item.etype_id == @types_window.current_ext #--- when :all case @types_window.current_ext when :item return item.is_a?(RPG::Item) when :weapon return item.is_a?(RPG::Weapon) else return item.is_a?(RPG::Armor) end #--- when :category case @types_window.current_ext when :item return false unless item.is_a?(RPG::Item) when :weapon return false unless item.is_a?(RPG::Weapon) else return false unless item.is_a?(RPG::Armor) end return item.category.include?(@types_window.current_data[:name].upcase) #--- else return window_itemlist_include_aim(item) end end end # Window_ItemList
#============================================================================== # ■ Window_ItemStatus #==============================================================================
class Window_ItemStatus < Window_Base #-------------------------------------------------------------------------- # initialize #-------------------------------------------------------------------------- def initialize(dx, dy, item_window) super(dx, dy, Graphics.width - dx, fitting_height(4)) @item_window = item_window @item = nil refresh end #-------------------------------------------------------------------------- # update #-------------------------------------------------------------------------- def update super update_item(@item_window.item) end #-------------------------------------------------------------------------- # update_item #-------------------------------------------------------------------------- def update_item(item) return if @item == item @item = item refresh end #-------------------------------------------------------------------------- # refresh #-------------------------------------------------------------------------- def refresh contents.clear reset_font_settings return draw_empty if @item.nil? contents.font.size = YEA::ITEM::STATUS_FONT_SIZE draw_item_image draw_item_stats draw_item_effects end #-------------------------------------------------------------------------- # draw_empty #-------------------------------------------------------------------------- def draw_empty colour = Color.new(0, 0, 0, translucent_alpha/2) rect = Rect.new(1, 1, 94, 94) contents.fill_rect(rect, colour) dx = 96; dy = 0 dw = (contents.width - 96) / 2 for i in 0...8 draw_background_box(dx, dy, dw) dx = dx >= 96 + dw ? 96 : 96 + dw dy += line_height if dx == 96 end end #-------------------------------------------------------------------------- # draw_background_box #-------------------------------------------------------------------------- def draw_background_box(dx, dy, dw) colour = Color.new(0, 0, 0, translucent_alpha/2) rect = Rect.new(dx+1, dy+1, dw-2, line_height-2) contents.fill_rect(rect, colour) end #-------------------------------------------------------------------------- # draw_item_image #-------------------------------------------------------------------------- def draw_item_image colour = Color.new(0, 0, 0, translucent_alpha/2) rect = Rect.new(1, 1, 94, 94) contents.fill_rect(rect, colour) if @item.image.nil? icon_index = @item.icon_index bitmap = Cache.system("Iconset") rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24) target = Rect.new(0, 0, 96, 96) contents.stretch_blt(target, bitmap, rect) else bitmap = Cache.picture(@item.image) contents.blt(0, 0, bitmap, bitmap.rect, 255) end end #-------------------------------------------------------------------------- # draw_item_stats #-------------------------------------------------------------------------- def draw_item_stats return unless @item.is_a?(RPG::Weapon) || @item.is_a?(RPG::Armor) dx = 96; dy = 0 dw = (contents.width - 96) / 2 for i in 0...8 draw_equip_param(i, dx, dy, dw) dx = dx >= 96 + dw ? 96 : 96 + dw dy += line_height if dx == 96 end end #-------------------------------------------------------------------------- # draw_equip_param #-------------------------------------------------------------------------- def draw_equip_param(param_id, dx, dy, dw) draw_background_box(dx, dy, dw) change_color(system_color) draw_text(dx+4, dy, dw-8, line_height, Vocab::param(param_id)) if $imported["YEA-EquipDynamicStats"] draw_percentage_param(param_id, dx, dy, dw) else draw_set_param(param_id, dx, dy, dw) end end #-------------------------------------------------------------------------- # draw_percentage_param #-------------------------------------------------------------------------- def draw_percentage_param(param_id, dx, dy, dw) if @item.per_params[param_id] != 0 && @item.params[param_id] != 0 text = draw_set_param(param_id, dx, dy, dw) dw -= text_size(text).width draw_percent_param(param_id, dx, dy, dw) elsif @item.per_params[param_id] != 0 && @item.params[param_id] == 0 draw_percent_param(param_id, dx, dy, dw) else draw_set_param(param_id, dx, dy, dw) end end #-------------------------------------------------------------------------- # draw_set_param #-------------------------------------------------------------------------- def draw_set_param(param_id, dx, dy, dw) value = @item.params[param_id] if $imported["YEA-EquipDynamicStats"] && @item.var_params[param_id] > 0 value += $game_variables[@item.var_params[param_id]] rescue 0 end change_color(param_change_color(value), value != 0) text = value.group text = "+" + text if value > 0 draw_text(dx+4, dy, dw-8, line_height, text, 2) return text end #-------------------------------------------------------------------------- # draw_percent_param #-------------------------------------------------------------------------- def draw_percent_param(param_id, dx, dy, dw) value = @item.per_params[param_id] change_color(param_change_color(value)) text = (@item.per_params[param_id] * 100).to_i.group + "%" text = "+" + text if @item.per_params[param_id] > 0 draw_text(dx+4, dy, dw-8, line_height, text, 2) return text end #-------------------------------------------------------------------------- # draw_item_effects #-------------------------------------------------------------------------- def draw_item_effects return unless @item.is_a?(RPG::Item) dx = 96; dy = 0 dw = (contents.width - 96) / 2 draw_hp_recover(dx, dy + line_height * 0, dw) draw_mp_recover(dx, dy + line_height * 1, dw) draw_tp_recover(dx + dw, dy + line_height * 0, dw) draw_tp_gain(dx + dw, dy + line_height * 1, dw) dw = contents.width - 96 draw_applies(dx, dy + line_height * 2, dw) draw_removes(dx, dy + line_height * 3, dw) end #-------------------------------------------------------------------------- # draw_hp_recover #-------------------------------------------------------------------------- def draw_hp_recover(dx, dy, dw) draw_background_box(dx, dy, dw) change_color(system_color) draw_text(dx+4, dy, dw-8, line_height, Vocab::item_status(:hp_recover)) per = 0 set = 0 for effect in @item.effects next unless effect.code == 11 per += (effect.value1 * 100).to_i set += effect.value2.to_i end if per != 0 && set != 0 change_color(param_change_color(set)) text = set > 0 ? sprintf("+%s", set.group) : set.group draw_text(dx+4, dy, dw-8, line_height, text, 2) dw -= text_size(text).width change_color(param_change_color(per)) text = per > 0 ? sprintf("+%s%%", per.group) : sprintf("%s%%", per.group) draw_text(dx+4, dy, dw-8, line_height, text, 2) return elsif per != 0 change_color(param_change_color(per)) text = per > 0 ? sprintf("+%s%%", per.group) : sprintf("%s%%", per.group) elsif set != 0 change_color(param_change_color(set)) text = set > 0 ? sprintf("+%s", set.group) : set.group else change_color(normal_color, false) text = Vocab::item_status(:empty) end draw_text(dx+4, dy, dw-8, line_height, text, 2) end #-------------------------------------------------------------------------- # draw_mp_recover #-------------------------------------------------------------------------- def draw_mp_recover(dx, dy, dw) draw_background_box(dx, dy, dw) change_color(system_color) draw_text(dx+4, dy, dw-8, line_height, Vocab::item_status(:mp_recover)) per = 0 set = 0 for effect in @item.effects next unless effect.code == 12 per += (effect.value1 * 100).to_i set += effect.value2.to_i end if per != 0 && set != 0 change_color(param_change_color(set)) text = set > 0 ? sprintf("+%s", set.group) : set.group draw_text(dx+4, dy, dw-8, line_height, text, 2) dw -= text_size(text).width change_color(param_change_color(per)) text = per > 0 ? sprintf("+%s%%", per.group) : sprintf("%s%%", per.group) draw_text(dx+4, dy, dw-8, line_height, text, 2) return elsif per != 0 change_color(param_change_color(per)) text = per > 0 ? sprintf("+%s%%", per.group) : sprintf("%s%%", per.group) elsif set != 0 change_color(param_change_color(set)) text = set > 0 ? sprintf("+%s", set.group) : set.group else change_color(normal_color, false) text = Vocab::item_status(:empty) end draw_text(dx+4, dy, dw-8, line_height, text, 2) end #-------------------------------------------------------------------------- # draw_tp_recover #-------------------------------------------------------------------------- def draw_tp_recover(dx, dy, dw) draw_background_box(dx, dy, dw) change_color(system_color) draw_text(dx+4, dy, dw-8, line_height, Vocab::item_status(:tp_recover)) set = 0 for effect in @item.effects next unless effect.code == 13 set += effect.value1.to_i end if set != 0 change_color(param_change_color(set)) text = set > 0 ? sprintf("+%s", set.group) : set.group else change_color(normal_color, false) text = Vocab::item_status(:empty) end draw_text(dx+4, dy, dw-8, line_height, text, 2) end #-------------------------------------------------------------------------- # draw_tp_gain #-------------------------------------------------------------------------- def draw_tp_gain(dx, dy, dw) draw_background_box(dx, dy, dw) change_color(system_color) draw_text(dx+4, dy, dw-8, line_height, Vocab::item_status(:tp_gain)) set = @item.tp_gain if set != 0 change_color(param_change_color(set)) text = set > 0 ? sprintf("+%s", set.group) : set.group else change_color(normal_color, false) text = Vocab::item_status(:empty) end draw_text(dx+4, dy, dw-8, line_height, text, 2) end #-------------------------------------------------------------------------- # draw_applies #-------------------------------------------------------------------------- def draw_applies(dx, dy, dw) draw_background_box(dx, dy, dw) change_color(system_color) draw_text(dx+4, dy, dw-8, line_height, Vocab::item_status(:applies)) icons = [] for effect in @item.effects case effect.code when 21 next unless effect.value1 > 0 next if $data_states[effect.value1].nil? icons.push($data_states[effect.data_id].icon_index) when 31 icons.push($game_actors[1].buff_icon_index(1, effect.data_id)) when 32 icons.push($game_actors[1].buff_icon_index(-1, effect.data_id)) end icons.delete(0) break if icons.size >= YEA::ITEM::MAX_ICONS_DRAWN end draw_icons(dx, dy, dw, icons) end #-------------------------------------------------------------------------- # draw_removes #-------------------------------------------------------------------------- def draw_removes(dx, dy, dw) draw_background_box(dx, dy, dw) change_color(system_color) draw_text(dx+4, dy, dw-8, line_height, Vocab::item_status(:removes)) icons = [] for effect in @item.effects case effect.code when 22 next unless effect.value1 > 0 next if $data_states[effect.value1].nil? icons.push($data_states[effect.data_id].icon_index) when 33 icons.push($game_actors[1].buff_icon_index(1, effect.data_id)) when 34 icons.push($game_actors[1].buff_icon_index(-1, effect.data_id)) end icons.delete(0) break if icons.size >= YEA::ITEM::MAX_ICONS_DRAWN end draw_icons(dx, dy, dw, icons) end #-------------------------------------------------------------------------- # draw_icons #-------------------------------------------------------------------------- def draw_icons(dx, dy, dw, icons) dx += dw - 4 dx -= icons.size * 24 for icon_id in icons draw_icon(icon_id, dx, dy) dx += 24 end if icons.size == 0 change_color(normal_color, false) text = Vocab::item_status(:empty) draw_text(4, dy, contents.width-8, line_height, text, 2) end end end # Window_ItemStatus
#============================================================================== # ■ Scene_Item #==============================================================================
class Scene_Item < Scene_ItemBase #-------------------------------------------------------------------------- # alias method: start #-------------------------------------------------------------------------- alias scene_item_start_aim start def start scene_item_start_aim create_types_window create_status_window relocate_windows end #-------------------------------------------------------------------------- # overwrite method: return_scene #-------------------------------------------------------------------------- def return_scene $game_temp.scene_item_index = nil $game_temp.scene_item_oy = nil super end #-------------------------------------------------------------------------- # overwrite method: create_category_window #-------------------------------------------------------------------------- def create_category_window wy = @help_window.height @category_window = Window_ItemCommand.new(0, wy) @category_window.viewport = @viewport @category_window.help_window = @help_window @category_window.y = @help_window.height if !$game_temp.scene_item_index.nil? @category_window.select($game_temp.scene_item_index) @category_window.oy = $game_temp.scene_item_oy end $game_temp.scene_item_index = nil $game_temp.scene_item_oy = nil @category_window.set_handler(:ok, method(:on_category_ok)) @category_window.set_handler(:cancel, method(:return_scene)) @category_window.set_handler(:item, method(:open_types)) @category_window.set_handler(:weapon, method(:open_types)) @category_window.set_handler(:armor, method(:open_types)) process_custom_item_commands end #-------------------------------------------------------------------------- # new method: process_custom_item_commands #-------------------------------------------------------------------------- def process_custom_item_commands for command in YEA::ITEM::COMMANDS next unless YEA::ITEM::CUSTOM_ITEM_COMMANDS.include?(command) called_method = YEA::ITEM::CUSTOM_ITEM_COMMANDS[command][3] @category_window.set_handler(command, method(called_method)) end end #-------------------------------------------------------------------------- # new method: create_types_window #-------------------------------------------------------------------------- def create_types_window wy = @category_window.y @types_window = Window_ItemType.new(Graphics.width, wy) @types_window.viewport = @viewport @types_window.help_window = @help_window @types_window.y = @help_window.height @types_window.item_window = @item_window @item_window.types_window = @types_window @types_window.set_handler(:ok, method(:on_types_ok)) @types_window.set_handler(:cancel, method(:on_types_cancel)) end #-------------------------------------------------------------------------- # new method: create_status_window #-------------------------------------------------------------------------- def create_status_window wx = @category_window.width wy = @category_window.y @status_window = Window_ItemStatus.new(wx, wy, @item_window) @status_window.viewport = @viewport end #-------------------------------------------------------------------------- # new method: relocate_windows #-------------------------------------------------------------------------- def relocate_windows return unless $imported["YEA-AceMenuEngine"] case Menu.help_window_location when 0 # Top @help_window.y = 0 @category_window.y = @help_window.height @item_window.y = @category_window.y + @category_window.height when 1 # Middle @category_window.y = 0 @help_window.y = @category_window.height @item_window.y = @help_window.y + @help_window.height else # Bottom @category_window.y = 0 @item_window.y = @category_window.height @help_window.y = @item_window.y + @item_window.height end @types_window.y = @category_window.y @status_window.y = @category_window.y end #-------------------------------------------------------------------------- # new method: open_categories #-------------------------------------------------------------------------- def open_types @category_window.x = Graphics.width @types_window.x = 0 @types_window.reveal(@category_window.current_symbol) end #-------------------------------------------------------------------------- # new method: on_types_ok #-------------------------------------------------------------------------- def on_types_ok @item_window.activate @item_window.select_last end #-------------------------------------------------------------------------- # new method: on_types_cancel #-------------------------------------------------------------------------- def on_types_cancel @category_window.x = 0 @category_window.activate @types_window.unselect @types_window.x = Graphics.width end #-------------------------------------------------------------------------- # alias method: on_item_cancel #-------------------------------------------------------------------------- alias scene_item_on_item_cancel_aim on_item_cancel def on_item_cancel if @types_window.x <= 0 @item_window.unselect @types_window.activate else scene_item_on_item_cancel_aim end end #-------------------------------------------------------------------------- # new method: command_totori #-------------------------------------------------------------------------- def command_totori SceneManager.call(Scene_Alchemy) end #-------------------------------------------------------------------------- # new method: command_name1 #-------------------------------------------------------------------------- def command_name1 # Do nothing. end #-------------------------------------------------------------------------- # new method: command_name2 #-------------------------------------------------------------------------- def command_name2 # Do nothing. end end # Scene_Item
#============================================================================== # # ▼ End of File # #============================================================================== Le Ace menu Item offre plus d'article de contrôle de catégorisation et une meilleure mise en page qui fournit simulatenously informations concernant les éléments pour le joueur, tout en gardant une bonne quantité de la liste des éléments visibles à l'écran à la fois. Le script peut également être personnalisé pour réorganiser les commandes et les catégories Le Ace menu Item réorganise la disposition de la scène de l'élément pour classer les éléments sur la gauche, afficher des informations détaillées de l'article dans le coin supérieur droit, et répertorie les éléments sur le fond. - Sélectionner "Item" va révéler une nouvelle liste. Cette liste contient des catégories qui peuvent être ajoutés, supprimés, et réarrangés. La catégorie «champ» donnera la liste des articles menu utilisables tandis que la catégorie «Battle» sera la liste des articles bataille utilisables. "Special" et "ingrédient" sont deux catégories personnalisées J'ai ajouté comme exemples, que je vais expliquer plus tard. Notez que ci-dessus, vous verrez les effets causés par le produit, qui incluent HP Recovery, MP Recovery, récupération TP, TP Gain, ce que les Etats sont appliquées, et ce que les Etats sont supprimés. "Armes" va révéler une liste de tous les types d'armes et d'afficher ces types dans la liste des élément spécifié ci-dessous. Armes surligné seront affichés dans la fenêtre d'affichage d'état et quels types de bonus de paramètres quand équipé. "Armures" ne sera pas seulement classer armures par leurs types d'armures, mais aussi leurs types de logement d'armure pour faciliter la recherche. Cela fonctionne avec Ace Équipé du moteur et de nouveaux types d'armure sur mesure s '. Comme armes, armures mis en évidence s'affichent quels types de bonus de paramètres quand équipé. Catégoriser un article est simple. Ajouter la catégorie à la liste des catégories du module, puis ajoutez ce notetag au notebox de cet article. - Code:
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<category: string> Lieux cet objet dans la catégorie objet de "string". Chaque fois la catégorie sélectionnée est mise en surbrillance dans la fenêtre de commande du menu Item As, cet objet sera inclus et affiché dans la fenêtre de l'objet. - L'affichage d'état objet peut révéler une autre image, aussi, au lieu d'un zoom avant pixélisée un (bien sûr, la pixélisé a ses charmes, aussi). Insérez cette notetag dans le notebox d'un élément: - Code:
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<image: string> Utilise une image à partir Graphics \ Images \ du répertoire de votre RPG Maker VX Ace projet avec le nom de "string" (sans l'extension) que l'image d'image affichée dans le menu de Ace article. Les utilisateurs avancés peuvent insérer leurs propres commandes personnalisées dans la fenêtre de commande article par le module du script. Régler le tableau de commandes et les CUSTOM_ITEM_COMMANDS de hachage pour ajouter dans une commande unique. Voici une liste des scripts actuellement pris en charge qui fonctionnent avec ce paramètre de commande personnalisée: C'tout ! | |
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