Ace 스크립트

break_screen.jpgcraft_screen.jpg

 

자세한 기능 : http://rpgmaker.net/scripts/319/

 

 

#==============================================================================
# Coelocanth's item crafting system
# Version: 0.9.4 (beta)
#==============================================================================
# License Information:
# Free for non commercial use.
# Please give attribution in your credits file.
#
# Commercial use is permitted in exchange for a free copy of the full game,
# and attribution in your credits file and any in game credits.
#
#==============================================================================
# Crafting system
#
# Concept:
#
# Crafting assembles a new item by consuming ingredients.
# If you don't have the required ingredients, the item will be
# disabled in the crafting interface
#
# A recipe may be required to know how to craft an item
# One recipe can cover any number of items
# (e.g. a blacksmithing for beginners book could be the recipe for
# tier 1-2 weapons and armors in your game)
# If you don't have the recipe, the item won't even show up in the
# crafting interface.
#
# A tool may be required to craft an item.
# Tools are like ingredients but not consumed.
# (e.g. you need an alchemist's still to craft elixirs)
# If you don't have the tool, the item will be disabled in the
# crafting interface
#
# Ingredients to craft an item are specified by notetags
# on the item that can be crafted.
#
# <craft item:id>            - consume 1 item in crafting
# <craft item:id:quantity>   - consume (quantity) of item in crafting
# <craft weapon:id>          - consume 1 item in crafting
# <craft weapon:id:quantity> - consume (quantity) of item in crafting
# <craft armor:id>           - consume 1 item in crafting
# <craft armor:id:quantity>  - consume (quantity) of item in crafting
# <craft gold:quantity>      - price to craft this recipe
# <craft recipe:id>          - item id required to be able to see this
#                              craftable item in the interface
# <craft switch:id>          - game switch must be ON to see this recipe
# <craft tool:id>            - item id is required to craft this item,
#                              but is not consumed
#
# Additionally, there are tags to allow items to be broken down
# into ingredients.
#
# <craft break item:id>            - give 1 item in breakdown
# <craft break item:id:quantity>   - give (quantity) of item in breakdown
# <craft break weapon:id>          - give 1 item in breakdown
# <craft break weapon:id:quantity> - give (quantity) of item in breakdown
# <craft break armor:id>           - give 1 item in breakdown
# <craft break armor:id:quantity>  - give (quantity) of item in breakdown
# <craft break gold:quantity>      - price to perform this breakdown
# <craft break recipe:id>          - item id required to be able to see this
#                                    breakable item in the interface
# <craft break switch:id>          - game switch must be ON to see this recipe
# <craft break tool:id>            - item id is required to break this item.
#
# example: crafting a partisan requires 3 iron bars and a spear.
# And it can be broken down to give 2 iron bars back.
# <craft item:72:3>
# <craft weapon: 13>
# <craft break item:72:2>
#
# example: crafting spicy soup requires potato, meat and chilli
#          as well as a cauldron tool to cook it in.
# <craft item: 74>
# <craft item: 75>
# <craft item: 76>
# <craft tool: 80>
#
# Integration:
#
# By default, "Crafting" and "Breakdown" commands are added to the menu.
# To change this, or control when the commands are available, set the
# configuration variables in the section below.
#
# To call the crafting system from an event, use a script item:
# SceneManager.call(Scene_Crafting)
# Fiber.yield
#
# To call the breakdown system from an event, use a script item:
# SceneManager.call(Scene_Craft_Breakdown)
# Fiber.yield
#
#==============================================================================
# Version History
# 0.9.4: Crafting shop features:
#        - gold price to craft
#        - switch to allow different shops to enable different recipes
# 0.9.3: Fixed script error on OK key when recipe window is empty
# 0.9.2: Added breakdown system and title texts
# 0.9.1: Fixed capturing of item counts in craft tags
#        Visual improvements to ingredient window
# 0.9.0: Initial release
#==============================================================================
#
# Script configuration
#
module CRAFTING
  # Should crafting be available from the menu?
  # If not, set to false.
  MENU_COMMAND = true
  # Label for the menu command
  MENU_COMMAND_TEXT = "Crafting"
  # Menu command is always enabled?
  MENU_COMMAND_ENABLE = true
  # Menu command enabled by switch?
  # set to the switch number to use that switch.
  MENU_COMMAND_SWITCH = 0
  # Menu command enabled when specific actor ID in party?
  MENU_COMMAND_ACTOR = 0
  # Menu command enabled when specific class ID in party?
  MENU_COMMAND_CLASS = 0
  # Text for ingredients panel, note \\ is needed in ruby where \ is used in DB
  TEXT_INGREDIENTS_TITLE = "\\c[6]Ingredients:"
  TEXT_INGREDIENTS_TOOLS = "\\c[6]Tools:"
  TEXT_INGREDIENTS_PRICE = "\\c[6]Price:"
end

module CRAFT_BREAK
  # Should breakdown be available from the menu?
  # If not, set to false.
  MENU_COMMAND = true
  # Label for the menu command
  MENU_COMMAND_TEXT = "Breakdown"
  # Menu command is always enabled?
  MENU_COMMAND_ENABLE = true
  # Menu command enabled by switch?
  # set to the switch number to use that switch.
  MENU_COMMAND_SWITCH = 0
  # Menu command enabled when specific actor ID in party?
  MENU_COMMAND_ACTOR = 0
  # Menu command enabled when specific class ID in party?
  MENU_COMMAND_CLASS = 0
  # Text for ingredients panel, note \\ is needed in ruby where \ is used in DB
  TEXT_INGREDIENTS_TITLE = "\\c[2]Breakdown Results:"
  TEXT_INGREDIENTS_TOOLS = "\\c[2]Tools:"
  TEXT_INGREDIENTS_PRICE = "\\c[6]Price:"
end
#==============================================================================
# Here be dragons...
#==============================================================================

#==============================================================================
# DataManager
# Hook to read notetags after database load
#==============================================================================

module DataManager
 
  #--------------------------------------------------------------------------
  # alias method: load_database
  #--------------------------------------------------------------------------
  class <<self; alias load_database_crafting load_database; end
  def self.load_database
    load_database_crafting
    load_notetags_crafting
  end
 
  #--------------------------------------------------------------------------
  # new method: load_notetags_crafting
  #--------------------------------------------------------------------------
  def self.load_notetags_crafting
    groups = [$data_items, $data_weapons, $data_armors]
    for group in groups
      for obj in group
        next if obj.nil?
        obj.load_notetags_crafting
      end
    end
  end
 
end # DataManager

#==============================================================================
# RPG::BaseItem
# Parse notetags when loading items from the database.
# Adds readable properties for the ingredient lists.
#==============================================================================

class RPG::BaseItem
 
  #--------------------------------------------------------------------------
  # public instance variables
  #--------------------------------------------------------------------------
  attr_reader :crafting_items
  attr_reader :crafting_weapons
  attr_reader :crafting_armors
  attr_reader :crafting_recipes
  attr_reader :crafting_tools
  attr_reader :crafting_gold
  attr_reader :crafting_switches

  attr_reader :craft_break_items
  attr_reader :craft_break_weapons
  attr_reader :craft_break_armors
  attr_reader :craft_break_recipes
  attr_reader :craft_break_tools
  attr_reader :craft_break_gold
  attr_reader :craft_break_switches
   
  #--------------------------------------------------------------------------
  # common cache: load_notetags_crafting
  #--------------------------------------------------------------------------
  #<craft item:68>
  #<craft item:68:3>
  def load_notetags_crafting
    @crafting_items = {}
    @crafting_weapons = {}
    @crafting_armors = {}
    @crafting_recipes = {}
    @crafting_tools = {}
    @crafting_switches = []
    @crafting_gold = 0

    @craft_break_items = {}
    @craft_break_weapons = {}
    @craft_break_armors = {}
    @craft_break_recipes = {}
    @craft_break_tools = {}
    @craft_break_switches = []
    @craft_break_gold = 0
    #---
    self.note.split(/[\r\n]+/).each { |line|
      case line
      #---
      when /<craft item:[[:space:]]*(\d+(?:[[:space:]]*:[[:space:]]*(\d+)){0,1})>/i
        @crafting_items[$1.to_i] = ($2 ? $2.to_i : 1)
      when /<craft weapon:[[:space:]]*(\d+(?:[[:space:]]*:[[:space:]]*(\d+)){0,1})>/i
        @crafting_weapons[$1.to_i] = ($2 ? $2.to_i : 1)
      when /<craft armor:[[:space:]]*(\d+(?:[[:space:]]*:[[:space:]]*(\d+)){0,1})>/i
        @crafting_armors[$1.to_i] = ($2 ? $2.to_i : 1)
      when /<craft recipe:[[:space:]]*(\d+(?:[[:space:]]*:[[:space:]]*(\d+)){0,1})>/i
        @crafting_recipes[$1.to_i] = ($2 ? $2.to_i : 1)
      when /<craft tool:[[:space:]]*(\d+(?:[[:space:]]*:[[:space:]]*(\d+)){0,1})>/i
        @crafting_tools[$1.to_i] = ($2 ? $2.to_i : 1)
      when /<craft switch:[[:space:]]*(\d+)>/i
        @crafting_switches.push($1.to_i)
      when /<craft gold:[[:space:]]*(\d+)>/i
        @crafting_gold = $1.to_i

      when /<craft break item:[[:space:]]*(\d+(?:[[:space:]]*:[[:space:]]*(\d+)){0,1})>/i
        @craft_break_items[$1.to_i] = ($2 ? $2.to_i : 1)
      when /<craft break weapon:[[:space:]]*(\d+(?:[[:space:]]*:[[:space:]]*(\d+)){0,1})>/i
        @craft_break_weapons[$1.to_i] = ($2 ? $2.to_i : 1)
      when /<craft break armor:[[:space:]]*(\d+(?:[[:space:]]*:[[:space:]]*(\d+)){0,1})>/i
        @craft_break_armors[$1.to_i] = ($2 ? $2.to_i : 1)
      when /<craft break recipe:[[:space:]]*(\d+(?:[[:space:]]*:[[:space:]]*(\d+)){0,1})>/i
        @craft_break_recipes[$1.to_i] = ($2 ? $2.to_i : 1)
      when /<craft break tool:[[:space:]]*(\d+(?:[[:space:]]*:[[:space:]]*(\d+)){0,1})>/i
        @craft_break_tools[$1.to_i] = ($2 ? $2.to_i : 1)
      when /<craft break switch:[[:space:]]*(\d+)>/i
        @crafting_switches.push($1.to_i)
      when /<craft break gold:[[:space:]]*(\d+)>/i
        @craft_break_gold = $1.to_i
      end
    } # self.note.split
    #---
  end
 
  def is_craftable?
    !(@crafting_items.empty? && \
       @crafting_weapons.empty? && \
       @crafting_armors.empty? && \
       @crafting_recipes.empty? && \
       @crafting_tools.empty? && \
       @crafting_switches.empty? && \
       @crafting_gold == 0)
  end

  def is_craft_breakable?
    !(@craft_break_items.empty? && \
       @craft_break_weapons.empty? && \
       @craft_break_armors.empty? && \
       @craft_break_recipes.empty? && \
       @craft_break_tools.empty? && \
       @craft_break_switches.empty? && \
       @craft_break_gold == 0)
  end
end # RPG::BaseItem

#==============================================================================
# Window_MenuCommand
# Integrate crafting command
#==============================================================================
class Window_MenuCommand < Window_Command
  alias add_original_commands_crafting add_original_commands
  def add_original_commands
    add_original_commands_crafting
    if (CRAFTING::MENU_COMMAND)
      enable = CRAFTING::MENU_COMMAND_ENABLE
      if (!enable && CRAFTING::MENU_COMMAND_SWITCH)
        enable = $game_switches[CRAFTING::MENU_COMMAND_SWITCH]
      end
      if (!enable && CRAFTING::MENU_COMMAND_ACTOR)
        required = $game_actors[CRAFTING::MENU_COMMAND_ACTOR]
        enable = $game_party.members.include?(required)
      end
      if (!enable && CRAFTING::MENU_COMMAND_CLASS)
        enable = $game_party.members.map { |a| a.class_id }\
          .include?(CRAFTING::MENU_COMMAND_CLASS)
      end
      add_command(CRAFTING::MENU_COMMAND_TEXT, :crafting, enable)
    end

    if (CRAFT_BREAK::MENU_COMMAND)
      enable = CRAFT_BREAK::MENU_COMMAND_ENABLE
      if (!enable && CRAFT_BREAK::MENU_COMMAND_SWITCH)
        enable = $game_switches[CRAFT_BREAK::MENU_COMMAND_SWITCH]
      end
      if (!enable && CRAFT_BREAK::MENU_COMMAND_ACTOR)
        required = $game_actors[CRAFT_BREAK::MENU_COMMAND_ACTOR]
        enable = $game_party.members.include?(required)
      end
      if (!enable && CRAFT_BREAK::MENU_COMMAND_CLASS)
        enable = $game_party.members.map { |a| a.class_id }\
          .include?(CRAFT_BREAK::MENU_COMMAND_CLASS)
      end
      add_command(CRAFT_BREAK::MENU_COMMAND_TEXT, :craft_break, enable)
    end

  end
end

class Scene_Menu < Scene_MenuBase
  def command_crafting
    SceneManager.call(Scene_Crafting)
  end

  def command_craft_break
    SceneManager.call(Scene_Craft_Breakdown)
  end

  alias create_command_window_crafting create_command_window
  def create_command_window
    create_command_window_crafting
    @command_window.set_handler(:crafting, method(:command_crafting))
    @command_window.set_handler(:craft_break, method(:command_craft_break))
  end
end

#==============================================================================
# Recipe list window, for the crafting scene.
# It's based on the item list, but populated with items the player
# knows the crafting recipe for, rather than current inventory
#==============================================================================
class Window_RecipeList < Window_ItemList
  attr_accessor :ingredient_window
 
  def initialize(x,y,width, height)
    super(x, y, width, height)
    @data = []
    refresh
  end
 
  def refresh
    make_item_list
    create_contents
    draw_all_items
  end
 
  def make_item_list
    tdata = $data_items.compact + $data_weapons.compact + $data_armors.compact
    @data = tdata.select { |item| include?(item) }
  end
 
  def item_max
    @data ? @data.size : 1
  end
 
  def col_max
    1
  end
 
  def include?(item)
    ok = super && item && item.is_craftable?
    if ok
      item.crafting_recipes.each \
      { |key,value| ok &= $game_party.item_number($data_items[key]) >= value }
      item.crafting_switches.each { |id| ok &= $game_switches[id] }
    end
    ok
  end

  def enable?(item)
    ok = false
    if item
      ok = ($game_party.gold >= item.crafting_gold)
      item.crafting_items.each \
      { |key,value| ok &= $game_party.item_number($data_items[key]) >= value }
      item.crafting_weapons.each \
      { |key,value| ok &= $game_party.item_number($data_weapons[key]) >= value }
      item.crafting_armors.each \
      { |key,value| ok &= $game_party.item_number($data_armors[key]) >= value }
      item.crafting_recipes.each \
      { |key,value| ok &= $game_party.item_number($data_items[key]) >= value }
      item.crafting_tools.each \
      { |key,value| ok &= $game_party.item_number($data_items[key]) >= value }
    end
    ok
  end
 
  def update_help
    @help_window.set_item(item)
    @ingredient_window.set_item(item)
  end
end

#==============================================================================
# Base ingredient list window
# common to crafting ingredients and breakdown results.
#==============================================================================
class Window_IngredientListBase < Window_Base
  def initialize(x,y,width, height)
    super(x, y, width, height)
    @ingredients_title = "Ingredients:"
    @ingredients = []
    @tools_title = "Tools:"
    @tools = []
    @price_title = "Price:"
    @gold = 0
    @recipe_item = nil
    refresh
  end
 
  def set_item(item)
    @recipe_item = item
    refresh
  end
 
  def refresh
    make_item_list
    create_contents
    draw_all_items
  end
 
  def make_metadata(item, need)
    metadata = {item: item}
    metadata[:got] = $game_party.item_number(item)
    metadata[:need] = need
    metadata
  end
 
  def make_item_list
    @ingredients = []
    @tools = []
    @gold = 0
  end
 
  def draw_all_items
    # title text
    ypos = calc_line_height(@ingredients_title)
    draw_text_ex(0,0, @ingredients_title)
    reset_font_settings
    # ingredient list
    @ingredients.each {|item| draw_item(item, ypos); ypos += line_height }
    # tools separator text
    if (@tools.size > 0)
      draw_text_ex(0,ypos, @tools_title)
      ypos += calc_line_height(@tools_title)
      reset_font_settings
      # tools list
      @tools.each {|item| draw_item(item, ypos); ypos += line_height }
    end
    # gold?
    if @gold != 0
      ypos = draw_gold(ypos)
    end
  end

  def item_max
    @data ? @data.size : 1
  end
 
  def col_max
    1
  end

  # override - adding enable flag
  def draw_currency_value(value, unit, x, y, width, enable = true)
    cx = text_size(unit).width
    change_color(normal_color, enable)
    draw_text(x, y, width - cx - 2, line_height, value, 2)
    change_color(system_color)
    draw_text(x, y, width, line_height, unit, 2)
  end

  def draw_gold(ypos)
    got = $game_party.gold

    have_enough = got >= @gold
    draw_text_ex(0, ypos, @price_title)
    ypos += calc_line_height(@price_title)
    draw_currency_value(@gold, Vocab::currency_unit, 0, ypos, contents_width, have_enough)
    ypos += line_height
    return ypos
  end

  def draw_item(item, ypos)
    if item
      have_enough = item[:got] >= item[:need]
      color = have_enough ? normal_color : power_down_color
      draw_item_name(item[:item], 0, ypos, have_enough)
      draw_current_and_max_values(contents_width - 96, ypos, \
                                  96, item[:got], item[:need], \
                                  color, normal_color)
    end
  end

  def update_help
    @help_window.set_item(item)
  end
end

#==============================================================================
# ingredient list window
# shows what the player needs to craft an item
#==============================================================================
class Window_IngredientList < Window_IngredientListBase
  def initialize(x,y,width, height)
    super(x, y, width, height)
    @ingredients_title = CRAFTING::TEXT_INGREDIENTS_TITLE
    @tools_title = CRAFTING::TEXT_INGREDIENTS_TOOLS
    @price_title = CRAFTING::TEXT_INGREDIENTS_PRICE
    refresh
  end

  def make_item_list
    super
    if @recipe_item
      @recipe_item.crafting_items.each \
      { |key,value| @ingredients.push(make_metadata($data_items[key], value)) }
      @recipe_item.crafting_weapons.each \
      { |key,value| @ingredients.push(make_metadata($data_weapons[key], value)) }
      @recipe_item.crafting_armors.each \
      { |key,value| @ingredients.push(make_metadata($data_armors[key], value)) }

      @gold = @recipe_item.crafting_gold

      @recipe_item.crafting_recipes.each \
      { |key,value| @tools.push(make_metadata($data_items[key], value)) }
      @recipe_item.crafting_tools.each \
      { |key,value| @tools.push(make_metadata($data_items[key], value)) }
    end
  end

end

#==============================================================================
# Common code for crafting and breakdown scenes.
#==============================================================================
class Scene_CraftBase < Scene_MenuBase
  def start
    super
    create_help_window
    create_category_window
    create_recipe_list
    create_ingredient_list
  end
 
  #--------------------------------------------------------------------------
  # * Create Category Window
  #--------------------------------------------------------------------------
  def create_category_window
    @category_window = Window_ItemCategory.new
    @category_window.viewport = @viewport
    @category_window.help_window = @help_window
    @category_window.y = @help_window.height
    @category_window.set_handler(:ok,     method(:on_category_ok))
    @category_window.set_handler(:cancel, method(:return_scene))
  end

  def create_recipe_list
    wy = @category_window.y + @category_window.height
    wh = Graphics.height - wy
    @recipe_window = Window_RecipeList.new(0,wy,Graphics.width / 2, wh)
    @recipe_window.help_window = @help_window
    @recipe_window.set_handler(:cancel, method(:on_item_cancel))
    @recipe_window.set_handler(:ok,     method(:on_item_ok))
    @category_window.item_window = @recipe_window
  end
 
  #--------------------------------------------------------------------------
  # * Get Currently Selected Item
  #--------------------------------------------------------------------------
  def item
    @recipe_window.item
  end
  #--------------------------------------------------------------------------
  # * Category [OK]
  #--------------------------------------------------------------------------
  def on_category_ok
    @recipe_window.activate
    @recipe_window.select_last
  end
  #--------------------------------------------------------------------------
  # * Item [Cancel]
  #--------------------------------------------------------------------------
  def on_item_cancel
    @recipe_window.unselect
    @ingredient_window.set_item(nil)
    @category_window.activate
  end
end

#==============================================================================
# Crafting scene
#==============================================================================
class Scene_Crafting < Scene_CraftBase
  #--------------------------------------------------------------------------
  # * Item [OK]
  # remove ingredients, add new item to inventory
  #--------------------------------------------------------------------------
  def on_item_ok
    Sound.play_ok
    item.crafting_items.each \
    { |key,value| ok &= $game_party.gain_item($data_items[key], -value) }
    item.crafting_weapons.each \
    { |key,value| ok &= $game_party.gain_item($data_weapons[key], -value) }
    item.crafting_armors.each \
    { |key,value| ok &= $game_party.gain_item($data_armors[key], -value) }
    $game_party.gain_item(item, 1)
    $game_party.lose_gold(item.crafting_gold)
    @recipe_window.refresh
    @recipe_window.activate
  end

  def create_ingredient_list
    wx = @recipe_window.x + @recipe_window.width
    wy = @category_window.y + @category_window.height
    wh = Graphics.height - wy
    @ingredient_window = \
      Window_IngredientList.new(wx,wy,Graphics.width / 2, wh)
    @recipe_window.ingredient_window = @ingredient_window
  end

  def create_recipe_list
    wy = @category_window.y + @category_window.height
    wh = Graphics.height - wy
    @recipe_window = Window_RecipeList.new(0,wy,Graphics.width / 2, wh)
    @recipe_window.help_window = @help_window
    @recipe_window.set_handler(:cancel, method(:on_item_cancel))
    @recipe_window.set_handler(:ok,     method(:on_item_ok))
    @category_window.item_window = @recipe_window
  end
end

#==============================================================================
# Breakdown "recipe list"
# Uses player inventory, but filters out items that don't have
# a breakdown recipe in their tags.
#==============================================================================
class Window_BreakdownRecipeList < Window_ItemList
  attr_accessor :ingredient_window

  def initialize(x,y,width, height)
    super(x, y, width, height)
    @data = []
    refresh
  end

  def refresh
    make_item_list
    create_contents
    draw_all_items
  end

  def item_max
    @data ? @data.size : 1
  end

  def col_max
    1
  end

  def include?(item)
    ok = super && item && item.is_craft_breakable?
    if ok
      item.craft_break_recipes.each \
      { |key,value| ok &= $game_party.item_number($data_items[key]) >= value }
      item.craft_break_switches.each { |id| ok &= $game_switches[id] }
    end
    ok
  end

  def enable?(item)
    ok = false
    if item
      ok = ($game_party.gold >= item.craft_break_gold)
      item.craft_break_recipes.each \
      { |key,value| ok &= $game_party.item_number($data_items[key]) >= value }
      item.craft_break_tools.each \
      { |key,value| ok &= $game_party.item_number($data_items[key]) >= value }
    end
    ok
  end

  def update_help
    @help_window.set_item(item)
    @ingredient_window.set_item(item)
  end
end

#==============================================================================
# Breakdown results
# Uses different item tags and title text from ingredients list
#==============================================================================
class Window_BreakdownResultList < Window_IngredientListBase
  def initialize(x,y,width, height)
    super(x, y, width, height)
    @ingredients_title = CRAFT_BREAK::TEXT_INGREDIENTS_TITLE
    @tools_title = CRAFT_BREAK::TEXT_INGREDIENTS_TOOLS
    @price_title = CRAFT_BREAK::TEXT_INGREDIENTS_PRICE
    refresh
  end

  def make_item_list
    super
    if @recipe_item
      @recipe_item.craft_break_items.each \
      { |key,value| @ingredients.push(make_metadata($data_items[key], value)) }
      @recipe_item.craft_break_weapons.each \
      { |key,value| @ingredients.push(make_metadata($data_weapons[key], value)) }
      @recipe_item.craft_break_armors.each \
      { |key,value| @ingredients.push(make_metadata($data_armors[key], value)) }

      @gold = @recipe_item.craft_break_gold

      @recipe_item.craft_break_recipes.each \
      { |key,value| @tools.push(make_metadata($data_items[key], value)) }
      @recipe_item.craft_break_tools.each \
      { |key,value| @tools.push(make_metadata($data_items[key], value)) }
    end
  end
end

#==============================================================================
# Breakdown scene
#==============================================================================
class Scene_Craft_Breakdown < Scene_CraftBase
  #--------------------------------------------------------------------------
  # * Item [OK]
  #--------------------------------------------------------------------------
  def on_item_ok
    Sound.play_ok
    item.craft_break_items.each \
    { |key,value| ok &= $game_party.gain_item($data_items[key], value) }
    item.craft_break_weapons.each \
    { |key,value| ok &= $game_party.gain_item($data_weapons[key], value) }
    item.craft_break_armors.each \
    { |key,value| ok &= $game_party.gain_item($data_armors[key], value) }
    $game_party.gain_item(item, -1)
    $game_party.lose_gold(item.craft_break_gold)
    @recipe_window.refresh
    @recipe_window.activate
  end

  def create_ingredient_list
    wx = @recipe_window.x + @recipe_window.width
    wy = @category_window.y + @category_window.height
    wh = Graphics.height - wy
    @ingredient_window = \
      Window_BreakdownResultList.new(wx,wy,Graphics.width / 2, wh)
    @recipe_window.ingredient_window = @ingredient_window
  end

  def create_recipe_list
    wy = @category_window.y + @category_window.height
    wh = Graphics.height - wy
    @recipe_window = Window_BreakdownRecipeList.new(0,wy,Graphics.width / 2, wh)
    @recipe_window.help_window = @help_window
    @recipe_window.set_handler(:cancel, method(:on_item_cancel))
    @recipe_window.set_handler(:ok,     method(:on_item_ok))
    @category_window.item_window = @recipe_window
  end
end

Who's 스리아씨

?
뺘라뺘뺘
Atachment
첨부 '2'

List of Articles
번호 분류 제목 글쓴이 날짜 조회 수
공지 스크립트 자료 게시물 작성시 주의사항 습작 2012.12.24 5605
공지 RPG VX ACE 유용한 링크 모음 16 아방스 2012.01.03 29441
38 기타 LUD Script Package file LuD 2017.08.15 1119
37 기타 (링크)RPG VX ACE 블랙잭 스크립트 게임애호가 2017.06.18 1044
36 기타 '결정 키로 이벤트 시작' 조건분기 추가 file Bunny_Boy 2016.01.16 1203
35 기타 Improved Input System 1 습작 2015.01.02 1015
34 기타 Gamepad Extender 습작 2015.01.02 746
33 기타 메시지 표시 중에 자동으로 타이머 멈추기 1 file Bunny_Boy 2014.12.07 1061
32 기타 Hurt Faces V1.2 (상처에 고통스러워하는 액터의 얼굴을 출력해봅시다.) 5 file spice 2014.09.19 3041
31 기타 Map Screenshot by Tsukihime 2 Alkaid 2014.02.13 1859
30 기타 regendo - MenuScreen While Message 혜인 2014.01.23 1450
29 기타 Dialog Extractor 1.04 (VXA/VX/XP) 6 AltusZeon 2014.01.16 11741
28 기타 Falcao - Falcao Pets Servants 6 file 혜인 2014.01.04 1877
27 기타 VX ACE 오디오 암호화 스크립트 3 스리아씨 2013.10.22 1965
26 기타 게임속 이벤트를 텍스트 파일로 추출 2 file 영감쟁e 2013.10.15 3814
» 기타 아이템 합성 스크립트 4 file 스리아씨 2013.09.26 3179
24 기타 크리스탈 엔진 : 포켓몬 배틀 시스템 7 file 스리아씨 2013.09.24 3928
23 기타 이동제한 스크립트 5 file 스리아씨 2013.09.23 1802
22 기타 KGC 스텟 포인트 분배 스크립트 4 file 스리아씨 2013.09.21 1842
21 기타 시디 플레이어 1.0 by 77er 1 file 77ER. 2013.08.20 1656
20 기타 사칙연산 게임 by 77er 1 file 77ER. 2013.08.19 1636
19 기타 77er 월드 맵 1.0 by 77er 3 file 77ER. 2013.08.14 2313
Board Pagination Prev 1 2 Next
/ 2