XP 스크립트



#==============================================================================
# Item Inventory
#--------------------------------------------------------------------------
# Created By SephirothSpawn (12.02.05)
# Last Updated: 12.03.05
# Updated: Added Icons and Numbers to Windows
#==============================================================================

#==============================================================================
# ** Window_RefreshCommand
#==============================================================================
class Window_RefreshCommand < 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 * 32 + 32)
@item_max = commands.size
@commands = commands
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh(commands = @commands)
@commands = commands
@item_max = commands.size
if self.contents != nil
self.contents.dispose
self.contents = nil
end
self.contents = Bitmap.new(width - 32, @item_max * 32)
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(4, 32 * index, self.contents.width - 8, 32)
item = @commands[index]
if item.is_a?(RPG::Item) || item.is_a?(RPG::Weapon) || item.is_a?(RPG::Armor)
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
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(4, 32 * index + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.draw_text(32, 32 * index, self.contents.width - 8, 32, item.name)
self.contents.draw_text(4, 32 * index, self.contents.width - 8, 32, number.to_s, 2)
else
self.contents.draw_text(0, 32 * index, self.contents.width - 8, 32, item, 1)
end
end
#--------------------------------------------------------------------------
# * Disable Item
# index : item number
#--------------------------------------------------------------------------
def disable_item(index)
draw_item(index, disabled_color)
end
end

#==============================================================================
# ** Game_Party
#==============================================================================
class Game_Party
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :items
attr_accessor :weapons
attr_accessor :armors
attr_accessor :inventory_items
#--------------------------------------------------------------------------
# * Alias Initialization
#--------------------------------------------------------------------------
alias inventory_int initialize
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
inventory_int
@inventory_items = []
end
#--------------------------------------------------------------------------
# * Move to Inventory
#--------------------------------------------------------------------------
def move_to_inventory(type, item_id)
case type
when 0
@inventory_items.push($data_items[item_id])
lose_item(item_id, 1)
when 1
@inventory_items.push($data_weapons[item_id])
lose_weapon(item_id, 1)
when 2
@inventory_items.push($data_armors[item_id])
lose_armor(item_id, 1)
end
update_inventory
end
#--------------------------------------------------------------------------
# * Remove from Inventory
#--------------------------------------------------------------------------
def remove_from_inventory(index)
item = @inventory_items[index]
@inventory_items.delete_at(index)
case item
when RPG::Item
gain_item(item.id, 1)
when RPG::Weapon
gain_weapon(item.id, 1)
when RPG::Armor
gain_armor(item.id, 1)
end
update_inventory
end
#--------------------------------------------------------------------------
# * Update Inventory
#--------------------------------------------------------------------------
def update_inventory
items, weapons, armors = [], [], []
for item in @inventory_items
case item
when RPG::Item
items.push(item)
when RPG::Weapon
weapons.push(item)
when RPG::Armor
armors.push(item)
end
end
items.sort! {|a, b| a.id<=>b.id}
weapons.sort! {|a, b| a.id<=>b.id}
armors.sort! {|a, b| a.id<=>b.id}
@inventory_items.clear
@inventory_items << items << weapons << armors
@inventory_items.flatten!
end
end

#==============================================================================
# ** Scene_Inventory_Items
#==============================================================================
class Scene_Inventory_Items
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Make sprite set
@spriteset = Spriteset_Map.new
# Help Window
@help_window = Window_Help.new
@help_window.set_text("Select Item to Transfer", 1)
@help_window.opacity = 175
# Items Window
@items_window = Window_RefreshCommand.new(272, get_item_commands)
@items_window.x, @items_window.y = 32, 80
@items_window.opacity = 175
@items_window.height = 384
# Inventory Window
@inventory_window = Window_RefreshCommand.new(272, get_inventory_commands)
@inventory_window.x, @inventory_window.y = 336, 80
@inventory_window.opacity = 175
@inventory_window.height = 384
@inventory_window.active = false
# Scene Objects
@objects = [@spriteset, @help_window, @items_window, @inventory_window]
@cmd_windows = [@items_window, @inventory_window]
# Transition run
Graphics.transition
# Main loop
while $scene == self
# Update game screen
Graphics.update
# Update input information
Input.update
# Updates Objects
@objects.each {|x| x.update unless x == @items_window || x == @inventory_window}
@cmd_windows.each {|x| x.update if x.active}
# Frame update
update
end
# Prepare for transition
Graphics.freeze
# Disposes Objects
@objects.each {|x| x.dispose}
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Updates Help Window
if @items_window.active
@help_window.set_text("Select Item to Transfer", 1)
else
@help_window.set_text("Select Item to Withdraw", 1)
end
# Return to Map
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
elsif Input.trigger?(Input::L) || Input.trigger?(Input::R) ||
Input.trigger?(Input::LEFT) || Input.trigger?(Input::RIGHT)
@items_window.active = @items_window.active ? false : true
@inventory_window.active = @inventory_window.active ? false : true
elsif Input.trigger?(Input::C)
if @items_window.active
item = @commands[@items_window.index]
if item == "Back"
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
else
$game_system.se_play($data_system.decision_se)
case item
when RPG::Item
type = 0
when RPG::Weapon
type = 1
else
type = 2
end
$game_party.move_to_inventory(type, item.id)
@items_window.refresh(get_item_commands)
@inventory_window.refresh(get_inventory_commands)
end
else
if @inventory_window.index == @inventory_size - 1
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
else
$game_party.remove_from_inventory(@inventory_window.index)
@items_window.refresh(get_item_commands)
@inventory_window.refresh(get_inventory_commands)
end
end
end
end
#--------------------------------------------------------------------------
# * Get Item Commands
#--------------------------------------------------------------------------
def get_item_commands
# Commands For Selecting
@commands = []
$game_party.items.each_key {|item| $game_party.items[item].times {@commands.push($data_items[item])}}
$game_party.weapons.each_key {|item| $game_party.weapons[item].times {@commands.push($data_weapons[item])}}
$game_party.armors.each_key {|item| $game_party.armors[item].times {@commands.push($data_armors[item])}}
@commands.push("Back")
return @commands
end
#--------------------------------------------------------------------------
# * Get Inventory Commands
#--------------------------------------------------------------------------
def get_inventory_commands
commands = []
$game_party.inventory_items.each {|item| commands.push(item)}
commands.push("Back")
@inventory_size = commands.size
return commands
end
end


사용법

$scene = Scene_Inventory_Items.new

출저:RMXP.net

Who's 백호

?

이상혁입니다.

http://elab.kr

Atachment
첨부 '1'

List of Articles
번호 분류 제목 글쓴이 날짜 조회 수
공지 스크립트 자료 게시물 작성시 주의사항 습작 2012.12.24 6202
881 전투 전투 특수효과 ActionEX 스크립트 1 file 백호 2009.02.21 1660
880 전투 전투 카메라 스크립트 5 file 백호 2009.02.21 2457
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 1442
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 2497
874 전체화면 스크립트[해상도 스크립트랑 중복사용 불가] 24 file - 하늘 - 2009.08.06 3979
873 키입력 전체키 입력 스크립트 v4 by Cybersam 5 file 백호 2009.02.22 1948
872 장비 전체키 이용을 위한 장비창 스크립트 백호 2009.02.21 1234
871 키입력 전체 키 사용 스크립트 1 백호 2009.02.21 1424
870 전투 적의 여러차례 행동 스크립트 1 백호 2009.02.22 1324
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 1784
867 저상 슬롯 15개 스크립트 9 WMN 2008.03.18 1496
866 장비 장비품개조 - KGC_AlterEquipment (8/12일자) 2 file 백호 2009.02.22 1695
865 장비 장비창을 다른거로 바꾸기 [헬악이님 제공] 10 file 아방스 2007.11.09 3051
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 1665
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