XP 스크립트

아래에 있는 것을 모두 복사하여 에프11을 누르고 삽입 이름은 장비창 바꾸기

그다음 넣어주시고 테스트 해보세요.. 조금 문제점들이 있지만 예전 장비창보다는 멋지죠??

----------------------------여기 밑 부터 복사--------------------------------------------------










#=============================================================
# 1-Scene Custom Menu System
#=============================================================
# LegACy 
# Version 1.03
# 6.18.06
#=============================================================
# This script is a further development of Hydrolic's CMS
# request. I enhance it toward every aspect of a menu system
# so now it all operates in one scene full of animation.
# There's an animated sprite and element wheel features.
# There's also different category for items implemented.
#
# To put items into different catagory, simply apply
# attributes to them, you can apply more than 1 attributes
# to each item. In default, the attributes are :
# :: 17 > Recovery items
# :: 18 > Weaponry
# :: 19 > Armor
# :: 20 > Accessories
# :: 21 > Key Items
# :: 22 > Miscellanous Items
#
# For attributes customization, look at lines 311 - 316.
# For animated sprite, turn @animate to true value.
#
# Special thanks to Hydrolic for the idea, Diego for the
# element wheel, and SephirotSpawn for sprite animation.
#=============================================================

  #==============================================================================
  # ** Bitmap
  #==============================================================================
  class Bitmap
    def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color)
      distance = (start_x - end_x).abs + (start_y - end_y).abs
      if end_color == start_color
        for i in 1..distance
          x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
          y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
          if width == 1
            self.set_pixel(x, y, start_color)
           else
            self.fill_rect(x, y, width, width, start_color)
          end
        end
      else
        for i in 1..distance
          x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i
          y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i
          r = start_color.red   * (distance-i)/distance + end_color.red   * i/distance
          g = start_color.green * (distance-i)/distance + end_color.green * i/distance
          b = start_color.blue  * (distance-i)/distance + end_color.blue  * i/distance
          a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance
          if width == 1
            self.set_pixel(x, y, Color.new(r, g, b, a))
          else
            self.fill_rect(x, y, width, width, Color.new(r, g, b, a))
          end
        end
      end
    end
  end

  #==============================================================================
  # ** Game_Actor
  #------------------------------------------------------------------------------
  #  This class handles the actor. It's used within the Game_Actors class
  #  ($game_actors) and refers to the Game_Party class ($game_party).
  #==============================================================================
  class Game_Actor < Game_Battler
    #--------------------------------------------------------------------------
    # * Get Current Experience Points
    #--------------------------------------------------------------------------
    def now_exp
      return @exp - @exp_list[@level]
    end
    #--------------------------------------------------------------------------
    # * Get Needed Experience Points
    #--------------------------------------------------------------------------
    def next_exp
      return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
    end
  end 
   
  #==============================================================================
  # ** Game_Map
  #------------------------------------------------------------------------------
  #  This class handles the map. It includes scrolling and passable determining
  #  functions. Refer to "$game_map" for the instance of this class.
  #==============================================================================
  class Game_Map
    #--------------------------------------------------------------------------
    # * Get Map Name
    #--------------------------------------------------------------------------
    def name
       load_data("Data/MapInfos.rxdata")[@map_id].name
    end 
  end
 
  #==============================================================================
  # ** Window_Base
  #------------------------------------------------------------------------------
  #  This class is for all in-game windows.
  #==============================================================================
  class Window_Base < Window
    FONT_SIZE          = 16
    NUMBER_OF_ELEMENTS = 8
    ELEMENT_ORDER      = [1,2,3,4,5,6, 7, 8]
    GRAPH_SCALINE_COLOR        = Color.new(255, 255, 255, 128)
    GRAPH_SCALINE_COLOR_SHADOW = Color.new(  0,   0,   0, 192)
    GRAPH_LINE_COLOR           = Color.new(255, 255,  64, 255)
    GRAPH_LINE_COLOR_MINUS     = Color.new( 64, 255, 255, 255)
    GRAPH_LINE_COLOR_PLUS      = Color.new(255,  64,  64, 255)   
   
    def draw_actor_element_radar_graph(actor, x, y, radius = 43)     
      cx = x + radius + FONT_SIZE + 48
      cy = y + radius + FONT_SIZE + 32
      for loop_i in 0..NUMBER_OF_ELEMENTS
        if loop_i == 0
        else
        @pre_x  = @now_x
        @pre_y  = @now_y
        @pre_ex = @now_ex
        @pre_ey = @now_ey
        @color1 = @color2
      end
      if loop_i == NUMBER_OF_ELEMENTS
        eo = ELEMENT_ORDER[0]
      else
        eo = ELEMENT_ORDER[loop_i]
      end
      er = actor.element_rate(eo)
      estr = $data_system.elements[eo]
      @color2 = er < 0 ? GRAPH_LINE_COLOR_MINUS : er > 100 ? GRAPH_LINE_COLOR_PLUS : GRAPH_LINE_COLOR
      er = er.abs
      th = Math::PI * (0.5 - 2.0 * loop_i / NUMBER_OF_ELEMENTS)
      @now_x  = cx + (radius * Math.cos(th)).floor
      @now_y  = cy - (radius * Math.sin(th)).floor
      @now_wx = cx - 6 + ((radius + FONT_SIZE * 3 / 2) * Math.cos(th)).floor - FONT_SIZE
      @now_wy = cy - ((radius + FONT_SIZE * 1 / 2) * Math.sin(th)).floor - FONT_SIZE/2
      @now_vx = cx + ((radius + FONT_SIZE * 8 / 2) * Math.cos(th)).floor - FONT_SIZE
       @now_vy = cy - ((radius + FONT_SIZE * 3 / 2) * Math.sin(th)).floor - FONT_SIZE/2
       @now_ex = cx + (er*radius/100 * Math.cos(th)).floor
       @now_ey = cy - (er*radius/100 * Math.sin(th)).floor
       if loop_i == 0
         @pre_x  = @now_x
         @pre_y  = @now_y
         @pre_ex = @now_ex
         @pre_ey = @now_ey
         @color1 = @color2
       else      
       end
       next if loop_i == 0
       self.contents.draw_line(cx+1,cy+1, @now_x+1,@now_y+1, GRAPH_SCALINE_COLOR_SHADOW)
       self.contents.draw_line(@pre_x+1,@pre_y+1, @now_x+1,@now_y+1, GRAPH_SCALINE_COLOR_SHADOW)
       self.contents.draw_line(cx,cy, @now_x,@now_y, GRAPH_SCALINE_COLOR)
       self.contents.draw_line(@pre_x,@pre_y, @now_x,@now_y, GRAPH_SCALINE_COLOR)
       self.contents.draw_line(@pre_ex,@pre_ey, @now_ex,@now_ey, @color1, 2, @color2)
       self.contents.font.color = system_color
       self.contents.draw_text(@now_wx,@now_wy, FONT_SIZE*3.1, FONT_SIZE, estr, 1)
       self.contents.font.color = Color.new(255,255,255,128)
       self.contents.draw_text(@now_vx,@now_vy, FONT_SIZE*2, FONT_SIZE, er.to_s + "%", 2)
       self.contents.font.color = normal_color
     end
   end
    #--------------------------------------------------------------------------
    # Draw Stat Bar
    #     actor  : actor
    #     x      : bar x-coordinate
    #     y      : bar y-coordinate
    #     stat   : stat to be displayed
    #--------------------------------------------------------------------------
    def draw_bar(actor, x, y, stat, width = 156, height = 7)
      bar_color = Color.new(0, 0, 0, 255)
      end_color = Color.new(255, 0, 0, 255)
      max = 10
      case stat
      when "hp"
        bar_color = Color.new(150, 0, 0, 255)
        end_color = Color.new(255, 255, 60, 255)
        min = actor.hp
        max = actor.maxhp
      when "sp"
        bar_color = Color.new(0, 0, 155, 255)
        end_color = Color.new(255, 255, 255, 255)
        min = actor.sp
        max = actor.maxsp
      when "exp"
        bar_color = Color.new(0, 155, 0, 255)
        end_color = Color.new(255, 255, 255, 255)
        unless actor.level == 99
          min = actor.now_exp
          max = actor.next_exp
        else
          min = 1
          max = 1
        end  
      end   
      # Draw Border
      for i in 0..height
        self.contents.fill_rect(x + i, y + height - i, width + 1, 1,
        Color.new(50, 50, 50, 255))
      end
      # Draw Background
      for i in 1..(height - 1)
        r = 100 * (height - i) / height + 0 * i / height
        g = 100 * (height - i) / height + 0 * i / height
        b = 100 * (height - i) / height + 0 * i / height
        a = 255 * (height - i) / height + 255 * i / height
        self.contents.fill_rect(x + i, y + height - i, width, 1,
        Color.new(r, b, g, a))
      end
      # Draws Bar
      for i in 1..( (min.to_f / max.to_f) * width - 1)
        for j in 1..(height - 1)
          r = bar_color.red * (width - i) / width + end_color.red * i / width
          g = bar_color.green * (width - i) / width + end_color.green * i / width
          b = bar_color.blue * (width - i) / width + end_color.blue * i / width
          a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width
          self.contents.fill_rect(x + i + j, y + height - j, 1, 1,
          Color.new(r, g, b, a))
        end
      end
      case stat
      when "hp"
        draw_actor_hp(actor, x - 1, y - 18)
      when "sp"
        draw_actor_sp(actor, x - 1, y - 18)
      when "exp"
        draw_actor_exp(actor, x - 1, y - 18)
      end
    end
    #--------------------------------------------------------------------------
    # * Draw Sprite
    #--------------------------------------------------------------------------
    def draw_sprite(x, y, name, hue, frame)
      bitmap = RPG::Cache.character(name, hue)
      cw = bitmap.width / 4
      ch = bitmap.height / 4
      # Current Animation Slide
      case frame
        when 0 ;b = 0
        when 1 ;b = cw
        when 2 ;b = cw * 2
        when 3 ;b = cw * 3
      end
      # Bitmap Rectange
      src_rect = Rect.new(b, 0, cw, ch)
      # Draws Bitmap     
      self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
    end
    #--------------------------------------------------------------------------
    # * Get Upgrade Text Color
    #--------------------------------------------------------------------------
    def up_color
      return Color.new(74, 210, 74)
    end
    #--------------------------------------------------------------------------
    # * Get Downgrade Text Color
    #--------------------------------------------------------------------------
    def down_color
      return Color.new(170, 170, 170)
    end
    #--------------------------------------------------------------------------
    # * Draw parameter
    #     actor : actor
    #     x     : draw spot x-coordinate
    #     y     : draw spot y-coordinate
    #     type  : parameter type
    #------------------------------------------------------------------------
    def draw_actor_parameter(actor, x, y, type, width = 120)
      case type
      when 0
        parameter_name = $data_system.words.atk
        parameter_value = actor.atk
      when 1
        parameter_name = $data_system.words.pdef
        parameter_value = actor.pdef
      when 2
        parameter_name = $data_system.words.mdef
        parameter_value = actor.mdef
      when 3
        parameter_name = $data_system.words.str
        parameter_value = actor.str
      when 4
        parameter_name = $data_system.words.dex
        parameter_value = actor.dex
      when 5
        parameter_name = $data_system.words.agi
        parameter_value = actor.agi
      when 6
        parameter_name = $data_system.words.int
        parameter_value = actor.int
      when 7
        parameter_name = "Evasion"
        parameter_value = actor.eva
      end
      self.contents.font.color = system_color
      self.contents.draw_text(x, y, 120, 32, parameter_name)
      self.contents.font.color = normal_color
      self.contents.draw_text(x + width, y, 36, 32, parameter_value.to_s, 2)
    end
  end
 
  #==============================================================================
  # ** Scene_Title
  #------------------------------------------------------------------------------
  #  This class performs title screen processing.
  #==============================================================================
 
  class Scene_Title
    #--------------------------------------------------------------------------
    # * Alias Listings
    #--------------------------------------------------------------------------
    alias legacy_CMS_scenetitle_newgame command_new_game
    #--------------------------------------------------------------------------
    # * Command: New Game
    #--------------------------------------------------------------------------
    def command_new_game
      $recov = 17
      $weapon = 18
      $armor = 19
      $accessory = 20
      $key = 21
      $misc = 22
      legacy_CMS_scenetitle_newgame
    end  
  end
 
  #==============================================================================
  # ** Window_NewCommand
  #------------------------------------------------------------------------------
  #  This window deals with general command choices.
  #==============================================================================

  class Window_NewCommand < Window_Selectable
    #--------------------------------------------------------------------------
    # * Object Initialization
    #     width    : window width
    #     commands : command text string array
    #--------------------------------------------------------------------------
    def initialize(width, commands)
      # Compute window height from command quantity
      super(0, 0, width, commands.size / 3 * 32 + 32)
      @item_max = commands.size
      @commands = commands
      @column_max = 3
      self.contents = Bitmap.new(width - 32, @item_max/3 * 32)
      refresh
      self.index = 0
    end
    #--------------------------------------------------------------------------
    # * Refresh
    #--------------------------------------------------------------------------
    def refresh
      self.contents.clear
      for i in 0...@item_max
        draw_item(i, normal_color)
      end
    end
    #--------------------------------------------------------------------------
    # * Draw Item
    #     index : item number
    #     color : text color
    #--------------------------------------------------------------------------
    def draw_item(index, color)
      self.contents.font.color = color
      rect = Rect.new((109 * (index / 2)), 32 * (index % 2), self.width / @column_max - 36, 32)
      self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
      self.contents.draw_text(rect, @commands[index])
    end
    #--------------------------------------------------------------------------
    # * Disable Item
    #     index : item number
    #--------------------------------------------------------------------------
    def disable_item(index)
      draw_item(index, disabled_color)
    end
  end

  #==============================================================================
  # ** Window_NewMenuStatus
  #------------------------------------------------------------------------------
  #  This window displays party member status on the menu screen.
  #==============================================================================

  class Window_NewMenuStatus < Window_Base
    #--------------------------------------------------------------------------
    # * Object Initialization
    #--------------------------------------------------------------------------
    def initialize
      $game_party.actors.size != 4 ? i = 14 : i = 0
      $game_party.actors.size == 1 ? i = 24 : i = i
      super(0, 0, 480, ($game_party.actors.size * 84) + i)
      self.contents = Bitmap.new(width - 32, height - 32)
      refresh
      self.active = false
    end
    #--------------------------------------------------------------------------
    # * Refresh
    #--------------------------------------------------------------------------
    def refresh
      self.contents.clear
      for i in 0...$game_party.actors.size
        x = 4
        y = (i * 76) - 6
        actor = $game_party.actors[i]
        self.contents.font.size = 19
        self.contents.font.bold = true
        draw_actor_class(actor, x, y - 1)
        draw_actor_state(actor, x + 160, y - 1)
        self.contents.font.size = 15
        draw_actor_parameter(actor, x, y + 14, 0)
        draw_actor_parameter(actor, x, y + 29, 1)
        draw_actor_parameter(actor, x, y + 44, 2)
        draw_actor_parameter(actor, x, y + 59, 3)
        draw_actor_parameter(actor, x + 240, y + 14, 4)
        draw_actor_parameter(actor, x + 240, y + 29, 5)
        draw_actor_parameter(actor, x + 240, y + 44, 6)
        draw_bar(actor, x + 240, y + 75, 'exp')
      end
    end   
  end

  #==============================================================================
  # ** Window_Actor
  #------------------------------------------------------------------------------
  #  This window displays party member status on the menu screen.
  #==============================================================================

  class Window_Actor < Window_Selectable
    #--------------------------------------------------------------------------
    # * Object Initialization
    #--------------------------------------------------------------------------
    def initialize
      $game_party.actors.size != 4 ? i = 14 : i = 0     
      $game_party.actors.size == 1 ? i = 24 : i = i
      super(0, 0, 160, ($game_party.actors.size * 84) + i)
      self.contents = Bitmap.new(width - 32, height - 32)
      @frame = 0
      refresh
      self.active = false
      self.index = -1
    end
    #--------------------------------------------------------------------------
    # * Refresh
    #--------------------------------------------------------------------------
    def refresh
      self.contents.clear
      @item_max = $game_party.actors.size
      for i in 0...$game_party.actors.size
        x = 4
        y = (i * 77) - 12
        actor = $game_party.actors[i]
        self.contents.font.size = 17
        self.contents.font.bold = true
        draw_sprite(x + 20, y + 57, actor.character_name,
          actor.character_hue, @frame)
        draw_actor_name(actor, x + 52, y + 6)
        draw_actor_level(actor, x + 52, y + 24)
        draw_bar(actor, x - 3, y + 60, 'hp', 120)
        draw_bar(actor, x - 3, y + 75, 'sp', 120)
      end
    end
    #--------------------------------------------------------------------------
    # * Cursor Rectangle Update
    #--------------------------------------------------------------------------
    def update_cursor_rect
      if @index < 0
        self.cursor_rect.empty
      else
        self.cursor_rect.set(-4, (@index * 77) - 2, self.width - 24, 77)
      end
    end
    #--------------------------------------------------------------------------
    # Frame Update
    #--------------------------------------------------------------------------
    def frame_update
      @frame == 3 ? @frame = 0 : @frame += 1
      refresh
    end
  end
 
  #==============================================================================
  # ** Window_Stat
  #------------------------------------------------------------------------------
  #  This window displays play time on the menu screen.
  #==============================================================================

  class Window_Stat < Window_Base
    #--------------------------------------------------------------------------
    # * Object Initialization
    #--------------------------------------------------------------------------
    def initialize
      super(0, 0, 320, 96)
      self.contents = Bitmap.new(width - 32, height - 32)
      refresh
    end
    #--------------------------------------------------------------------------
    # * Refresh
    #--------------------------------------------------------------------------
    def refresh
      self.contents.clear
      self.contents.font.color = system_color
      self.contents.font.size = 18
      self.contents.font.bold = true
      self.contents.draw_text(4, -4, 120, 32, "Play Time")
      cx = contents.text_size($data_system.words.gold).width
      self.contents.draw_text(4, 18, 120, 32, "Step Count")
      self.contents.draw_text(4, 38, cx, 32, $data_system.words.gold, 2)
      @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(144, -4, 120, 32, text, 2)
      self.contents.draw_text(144, 18, 120, 32, $game_party.steps.to_s, 2)
      self.contents.draw_text(144, 40, 120, 32, $game_party.gold.to_s, 2)
    end
    #--------------------------------------------------------------------------
    # * Frame Update
    #--------------------------------------------------------------------------
    def update
      super
      if Graphics.frame_count / Graphics.frame_rate != @total_sec
        refresh
      end
    end
  end
 
  #==============================================================================
  # ** Window_Location
  #------------------------------------------------------------------------------
  #  This window displays current map name.
  #==============================================================================
 
  class Window_Location < Window_Base
    #--------------------------------------------------------------------------
    # * Object Initialization
    #--------------------------------------------------------------------------
    def initialize
      super(0, 0, 640, 48)
      self.contents = Bitmap.new(width - 32, height - 32)
      refresh
    end
    #--------------------------------------------------------------------------
    # * Refresh
    #--------------------------------------------------------------------------
    def refresh
      self.contents.clear
      self.contents.font.color = system_color 
      self.contents.font.bold = true
      self.contents.font.size = 20
      self.contents.draw_text(4, -4, 120, 24, "Location")
      self.contents.font.color = normal_color
      self.contents.draw_text(170, -4, 400, 24, $game_map.name.to_s, 2)
    end   
  end
 
  #==============================================================================
  # ** Window_NewHelp
  #------------------------------------------------------------------------------
  #  This window shows skill and item explanations along with actor status.
  #==============================================================================

  class Window_NewHelp < Window_Base
    #--------------------------------------------------------------------------
    # * Object Initialization
    #--------------------------------------------------------------------------
    def initialize
      super(0, 0, 640, 48)
      self.contents = Bitmap.new(width - 32, height - 32)
    end
    #--------------------------------------------------------------------------
    # * Set Text
    #  text  : text string displayed in window
    #  align : alignment (0..flush left, 1..center, 2..flush right)
    #--------------------------------------------------------------------------
    def set_text(text, align = 0)
      self.contents.font.bold = true
      self.contents.font.size = 20
      # If at least one part of text and alignment differ from last time
      if text != @text or align != @align
        # Redraw text
        self.contents.clear
        self.contents.font.color = normal_color
        self.contents.draw_text(4, -4, self.width - 40, 24, text, align)
        @text = text
        @align = align
        @actor = nil
      end
      self.visible = true
    end
  end

  #==============================================================================
  # ** Window_NewItem
  #------------------------------------------------------------------------------
  #  This window displays items in possession on the item and battle screens.
  #==============================================================================

  class Window_NewItem < Window_Selectable
    #--------------------------------------------------------------------------
    # * Object Initialization
    #--------------------------------------------------------------------------
    def initialize
      super(0, 96, 480, 336)
      @column_max = 2
      @attribute = $recov
      refresh
      self.index = 0
      self.active = false
    end
    #--------------------------------------------------------------------------
    # * Get Item
    #--------------------------------------------------------------------------
    def item
      return @data[self.index]
    end
    #--------------------------------------------------------------------------
    # * Updates Window With New Item Type
    #     attribute : new item type
    #--------------------------------------------------------------------------
    def update_item(attribute)
      @attribute = attribute
      refresh
    end
    #--------------------------------------------------------------------------
    # * Refresh
    #--------------------------------------------------------------------------
    def refresh
      if self.contents != nil
        self.contents.dispose
        self.contents = nil
      end
      @data = []
      # Add item
      for i in 1...$data_items.size
        if $game_party.item_number(i) > 0 and
          $data_items[i].element_set.include?(@attribute)
          @data.push($data_items[i])
        end
      end
      # Also add weapons and armors
      for i in 1...$data_weapons.size
        if $game_party.weapon_number(i) > 0 and
          $data_weapons[i].element_set.include?(@attribute)
          @data.push($data_weapons[i])
        end
      end
     for i in 1...$data_armors.size
        if $game_party.armor_number(i) > 0 and
          $data_armors[i].guard_element_set.include?(@attribute)
          @data.push($data_armors[i])
        end
      end
      # If item count is not 0, make a bit map and draw all items
      @item_max = @data.size
      if @item_max > 0
        self.contents = Bitmap.new(width - 32, row_max * 32)
        for i in 0...@item_max
          draw_item(i)
        end
      end
    end
    #--------------------------------------------------------------------------
    # * Draw Item
    #     index : item number
    #--------------------------------------------------------------------------
    def draw_item(index)
      item = @data[index]
      case item
      when RPG::Item
        number = $game_party.item_number(item.id)
      when RPG::Weapon
        number = $game_party.weapon_number(item.id)
      when RPG::Armor
        number = $game_party.armor_number(item.id)
      end
      if item.is_a?(RPG::Item) and
         $game_party.item_can_use?(item.id)
        self.contents.font.color = normal_color
      else
        self.contents.font.color = disabled_color
      end
      x = 4 + index % 2 * (208 + 32)
      y = index / 2 * 32
      rect = Rect.new(x, y, self.width / @column_max - 32, 32)
      self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
      bitmap = RPG::Cache.icon(item.icon_name)
      opacity = self.contents.font.color == normal_color ? 255 : 128
      self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
      self.contents.draw_text(x + 28, y, 132, 32, item.name, 0)
      self.contents.draw_text(x + 160, y, 16, 32, ":", 1)
      self.contents.draw_text(x + 176, y, 24, 32, number.to_s, 2)
    end
    #--------------------------------------------------------------------------
    # * Help Text Update
    #--------------------------------------------------------------------------
    def update_help
      @help_window.set_text(self.item == nil ? "" : self.item.description)
    end
  end
 
  #==============================================================================
  # ** Window_NewSkill
  #------------------------------------------------------------------------------
  #  This window displays usable skills on the skill screen.
  #==============================================================================

  class Window_NewSkill < Window_Selectable
    #--------------------------------------------------------------------------
    # * Object Initialization
    #     actor : actor
    #--------------------------------------------------------------------------
    def initialize(actor)
      super(0, 96, 480, 336)
      @actor = actor
      @column_max = 2
      refresh
      self.index = 0
      self.active = false
    end
    #--------------------------------------------------------------------------
    # * Acquiring Skill
    #--------------------------------------------------------------------------
    def skill
      return @data[self.index]
    end
    #--------------------------------------------------------------------------
    # * Updates Window With New Actor
    #     actor : new actor
    #--------------------------------------------------------------------------
    def update_actor(actor)
      @actor = actor
      refresh
    end
    #--------------------------------------------------------------------------
    # * Refresh
    #--------------------------------------------------------------------------
    def refresh
      if self.contents != nil
        self.contents.dispose
        self.contents = nil
      end
      @data = []
      for i in 0...@actor.skills.size
        skill = $data_skills[@actor.skills[i]]
        if skill != nil
          @data.push(skill)
        end
      end
      # If item count is not 0, make a bit map and draw all items
      @item_max = @data.size
      if @item_max > 0
        self.contents = Bitmap.new(width - 32, row_max * 32)
        for i in 0...@item_max
          draw_item(i)
        end
      end
    end
    #--------------------------------------------------------------------------
    # * Draw Item
    #     index : item number
    #--------------------------------------------------------------------------
    def draw_item(index)
      skill = @data[index]
      if @actor.skill_can_use?(skill.id)
        self.contents.font.color = normal_color
      else
        self.contents.font.color = disabled_color
      end
      x = 4 + index % 2 * (208 + 32)
      y = index / 2 * 32
      rect = Rect.new(x, y, self.width / @column_max - 32, 32)
      self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
      bitmap = RPG::Cache.icon(skill.icon_name)
      opacity = self.contents.font.color == normal_color ? 255 : 128
      self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
      self.contents.draw_text(x + 28, y, 124, 32, skill.name, 0)
      self.contents.draw_text(x + 152 , y, 48, 32, skill.sp_cost.to_s, 2)
    end
    #--------------------------------------------------------------------------
    # * Help Text Update
    #--------------------------------------------------------------------------
    def update_help
      @help_window.set_text(self.skill == nil ? "" : self.skill.description)
    end
  end

  #==============================================================================
  # ** Window_EquipStat
  #------------------------------------------------------------------------------
  #  This window displays actor parameter changes on the equipment screen.
  #==============================================================================
  class Window_EquipStat < Window_Base
    #--------------------------------------------------------------------------
    # * Public Instance Variables
    #--------------------------------------------------------------------------
    attr_accessor :changes
    #--------------------------------------------------------------------------
    # * Object Initialization
    #     actor : actor
    #--------------------------------------------------------------------------
    def initialize(actor)
      super(0, 96, 240, 336)
      self.contents = Bitmap.new(width - 32, height - 32)
      @actor = actor   
      @changes = [0, 0, 0, 0, 0, 0, 0, 0]   
      refresh
    end
    #--------------------------------------------------------------------------
    # * Updates Window With New Actor
    #     actor : new actor
    #--------------------------------------------------------------------------
    def update_actor(actor)
      @actor = actor
      refresh
    end   
    #--------------------------------------------------------------------------
    # * Refresh
    #--------------------------------------------------------------------------
    def refresh
      self.contents.clear
      self.contents.font.size = 18
      self.contents.font.bold = true
      for i in 0..7
        draw_actor_parameter(@actor, 16, (i * 20) - 8, i, 96)
      end     
      if @new_atk != nil
        self.contents.font.color = system_color
        self.contents.draw_text(152, -8, 32, 32, "≫≫", 1)
        if @changes[0] == 0
          self.contents.font.color = normal_color
        elsif @changes[0] == -1
          self.contents.font.color = down_color
        else
          self.contents.font.color = up_color
        end
        self.contents.draw_text(176, -8, 32, 32, @new_atk.to_s, 2)
      end
      if @new_pdef != nil
        self.contents.font.color = system_color
        self.contents.draw_text(152, 12, 32, 32, "≫≫", 1)
        if @changes[1] == 0
          self.contents.font.color = normal_color
        elsif @changes[1] == -1
          self.contents.font.color = down_color
        else
          self.contents.font.color = up_color
        end
        self.contents.draw_text(176, 12, 32, 32, @new_pdef.to_s, 2)
      end
      if @new_mdef != nil
        self.contents.font.color = system_color
        self.contents.draw_text(152, 32, 32, 32, "≫≫", 1)
        if @changes[2] == 0
          self.contents.font.color = normal_color
        elsif @changes[2] == -1
          self.contents.font.color = down_color
        else
          self.contents.font.color = up_color
        end
        self.contents.draw_text(176, 32, 32, 32, @new_mdef.to_s, 2)
      end
      if @new_str != nil
        self.contents.font.color = system_color
        self.contents.draw_text(152, 52, 32, 32, "≫≫", 1)
        if @changes[3] == 0
          self.contents.font.color = normal_color
        elsif @changes[3] == -1
          self.contents.font.color = down_color
        else
          self.contents.font.color = up_color
        end
        self.contents.draw_text(176, 52, 32, 32, @new_str.to_s, 2)
      end
       if @new_dex != nil
        self.contents.font.color = system_color
        self.contents.draw_text(152, 72, 32, 32, "≫≫", 1)
        if @changes[4] == 0
          self.contents.font.color = normal_color
        elsif @changes[4] == -1
          self.contents.font.color = down_color
        else
          self.contents.font.color = up_color
        end
        self.contents.draw_text(176, 72, 32, 32, @new_dex.to_s, 2)
      end
        if @new_agi != nil
        self.contents.font.color = system_color
        self.contents.draw_text(152, 92, 32, 32, "≫≫", 1)
        if @changes[5] == 0
          self.contents.font.color = normal_color
        elsif @changes[5] == -1
          self.contents.font.color = down_color
        else
          self.contents.font.color = up_color
        end
        self.contents.draw_text(176, 92, 32, 32, @new_agi.to_s, 2)
      end
      if @new_int != nil
        self.contents.font.color = system_color
        self.contents.draw_text(152, 112, 32, 32, "≫≫", 1)
        if @changes[6] == 0
          self.contents.font.color = normal_color
        elsif @changes[6] == -1
          self.contents.font.color = down_color
        else
          self.contents.font.color = up_color
        end
        self.contents.draw_text(176, 112, 32, 32, @new_int.to_s, 2)
      end     
      if @new_eva != nil
        self.contents.font.color = system_color
        self.contents.draw_text(152, 112, 32, 32, "≫≫", 1)
        if @changes[7] == 0
          self.contents.font.color = normal_color
        elsif @changes[7] == -1
          self.contents.font.color = down_color
        else
          self.contents.font.color = up_color
        end
        self.contents.draw_text(176, 112, 32, 32, @new_eva.to_s, 2)
      end     
      self.contents.font.size = 14
      draw_actor_element_radar_graph(@actor, 0, 140, 32)
    end
    #--------------------------------------------------------------------------
    # * Set parameters after changing equipment
    #     new_atk  : attack power after changing equipment
    #     new_pdef : physical defense after changing equipment
    #     new_mdef : magic defense after changing equipment
    #     new_str  : strength after changing equipment
    #     new_dex  : dexterity after changing equipment
    #     new_agi  : agility after changing equipment
    #     new_int  : inteligence after changing equipment
    #     new_eva  : evasion after changing equipment
    #--------------------------------------------------------------------------
    def set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex,
      new_agi, new_int, new_eva)
      flag = false
      if new_atk != @new_atk || new_pdef != @new_pdef || new_str != @new_str ||
        new_mdef != @new_mdef || new_dex != @new_dex || new_agi != @new_agi ||
        new_eva != @new_eva
        flag = true
      end
      @new_atk = new_atk
      @new_pdef = new_pdef
      @new_mdef = new_mdef
      @new_str = new_str
      @new_dex = new_dex
      @new_agi = new_agi
      @new_int = new_int
      @new_eva = new_eva
      if flag
        refresh
      end
    end     
  end
 
  #==============================================================================
  # ** Window_Equipment
  #------------------------------------------------------------------------------
  #  This window displays items the actor is currently equipped with on the
  #  equipment screen.
  #==============================================================================

  class Window_Equipment < Window_Selectable
    #---------------------------------------------------------------------

Who's 아방스

profile
Atachment
첨부 '1'
Comment '10'
  • ?
    무한푸우 2008.02.20 15:46
    #==============================================================================
      # ** Window_Equipment
      #------------------------------------------------------------------------------
      #  This window displays items the actor is currently equipped with on the
      #  equipment screen.
      #==============================================================================

      class Window_Equipment < Window_Selectable
        #---------------------------------------------------------------------

    이게 오류가 걸리길래 지웠떠니

    아무것도 변화가 안생김.. 이게 변하는건가.?

  • ?
    어쎄신엄마 2008.04.06 23:12

    맨 밑에


    end 가 없어서 그런것입니다. 넣어주시면 잘될것입니다....

  • ?
    케나이슬라이드 2008.11.08 23:01
    변화가 없어요,,,
  • ?
    Aakerse 2009.01.31 15:42
    잘쓸게요
  • ?
    eofkw 2009.02.21 10:41
    우리가 쓰는게 같은거 아닐까여?
  • profile
    ⌒_⌒ 2009.02.28 16:45
    달라진게 없는 듯...

       므튼 좋은 자료 감사합니다.~~!
  • ?
    Amaster 2009.07.31 14:08
    아무런 변화가 없다능....오류만 약간 뜨고 ㄷ
  • ?
    둥팅이 2009.10.12 22:23
    변화가없는데;;;;
  • ?
    뭘바 look at me! 2010.08.19 22:49

    변화가 없는데요?

  • ?
    긍거 2013.09.05 20:46
    아하, 이렇게 쓰는거군요
    감사합니다!

List of Articles
번호 분류 제목 글쓴이 날짜 조회 수
공지 스크립트 자료 게시물 작성시 주의사항 습작 2012.12.24 6153
881 전투 전투 특수효과 ActionEX 스크립트 1 file 백호 2009.02.21 1659
880 전투 전투 카메라 스크립트 5 file 백호 2009.02.21 2454
879 기타 전투 승리 BGM+페이드아웃 스크립트 1 file 백호 2009.02.21 1159
878 전투 전투 속도 조정 스크립트 2 file 백호 2009.02.21 1261
877 전투 전투 난이도 설정 스크립트 file 백호 2009.02.21 1441
876 전투 전투 관련 횟수 취득 스크립트 백호 2009.02.21 783
875 전투 전투 결과 화면 개조 스크립트 10 file 백호 2009.02.21 2496
874 전체화면 스크립트[해상도 스크립트랑 중복사용 불가] 24 file - 하늘 - 2009.08.06 3975
873 키입력 전체키 입력 스크립트 v4 by Cybersam 5 file 백호 2009.02.22 1947
872 장비 전체키 이용을 위한 장비창 스크립트 백호 2009.02.21 1234
871 키입력 전체 키 사용 스크립트 1 백호 2009.02.21 1423
870 전투 적의 여러차례 행동 스크립트 1 백호 2009.02.22 1321
869 HUD 적의 남은 HP만큼 적의 이름 색깔 변하는 스크립트 6 file 백호 2009.02.21 2337
868 전투 적 한계 HP수치 돌파 스크립트 ■ RPGモジュール 3 쉴더 2009.02.21 1783
867 저상 슬롯 15개 스크립트 9 WMN 2008.03.18 1496
866 장비 장비품개조 - KGC_AlterEquipment (8/12일자) 2 file 백호 2009.02.22 1694
» 장비 장비창을 다른거로 바꾸기 [헬악이님 제공] 10 file 아방스 2007.11.09 3049
864 장비 장비창업그레이드 ps인간 2009.01.23 2478
863 장비 장비창 개조 스크립트 from Harts Horn 7 백호 2009.02.22 1769
862 장비 장비착용시 올스탯 표시 2 file 백호 2009.02.21 1664
Board Pagination Prev 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 ... 52 Next
/ 52