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Crafting/Recipe system script by Axe Man Deke

by 백호 posted Feb 22, 2009
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아이템 조합 스크립트입니다.(별도로 데모는 첨부하지 않겠습니다.  SDK버전은 Near Fantastica의 SDK Test Bed에 들어있고, 스크립트 작동예시도 거기서 볼 수 있습니다)

  사용할 조합 레시피는
class Game_Temp
  def get_recipe_list
      ingredients = [33, 34] #조합에 사용할 아이템 ID
      ingredient_types = [0, 0] #조합에 사용할 아이템 타입(0:일반, 1:방어구, 2: 무기)
      quantities = [4, 1] #조합에 사용할 아이템 수량
      result = 4 #조합된 아이템 ID
      result_type = 2 #조합된 아이템 타입
      @recipe_list.push(Game_Recipe.new(ingredients,ingredient_types,quantities,result,result_type)) #조합메뉴에 나타날 조합 레시피
    ..........
  end
......
식으로 정의하면 됩니다.  이벤트로 레시피를 익히게 하려면
$game_party.learn_recipe([아이템ID,아이템타입])

메뉴나 맵에서 불러내려면
$scene=Scene_Craft.new
를 사용하면 됩니다.(기본적으로는 나갔을 때 메뉴로 돌아감)


#================================
# CRAFTING PROGRAM
#----------------------------------------------------------------
#-written by Deke
#-yes_no window code created by Phsylomortis
#----------------------------------------------------------------
#================================

#updates to Game_Party class

class Game_Party
 
 attr_accessor      :recipes
 
 alias crafting_party_initialize initialize
 
 def initialize
  crafting_party_initialize
  @recipes=[]
 end
 
 #----------------------------------------------------------------------
 def know?(recipe, version = 1)
  unless recipe.is_a?(Game_Recipe)
    recipe = get_recipe_from_master_list(recipe, version)
  end
  return $game_party.recipes.include?(recipe)
 end
 
#----------------------------------------------------------------------
 def learn_recipe(recipe , version = 1)
  unless recipe.is_a?(Game_Recipe)
    recipe = get_recipe_from_master_list(recipe, version)
  end
  if recipe.is_a?(Game_Recipe)
    unless know?(recipe)
      @recipes.push(recipe)
    end
  end
 end
 
#----------------------------------------------------------------------
 def forget_recipe(recipe , version = 1)
  if !recipe.is_a?(Game_Recipe)
    recipe = get_recipe_from_master_list(recipe, version)
  end
  if recipe.is_a?(Game_Recipe)
    for i in 0...@recipes.size
      if recipe == @recipes[i]
        index = i
        break
      end
    end
    if index != nil
      @recipes.delete(@recipes[index])
    end
  end
 end
 
#----------------------------------------------------------------------
 def get_recipe_from_master_list(item, version)
  index = nil
  for i in 0...$game_temp.recipe_list.size
    if item[0] == $game_temp.recipe_list[i].result and item[1] ==$game_temp.recipe_list[i].result_type
      version -= 1
      if version == 0
        index = i
        break
      end
    end
  end
  if index.is_a?(Integer)
    return ($game_temp.recipe_list[index])
  else
    return false
  end
 end
 
end # of Game_Party updates

#================================
class Game_Recipe

 attr_reader :ingredients
 attr_reader :quantities
 attr_reader :result
 attr_reader :result_type
 attr_reader :ingredient_types
 
#----------------------------------------------------------------------
 def initialize( ingredients, ingredient_types, quantities, result, result_type)
  @ingredients = ingredients
  @ingredient_types = ingredient_types
  @quantities = quantities
  @result = result
  @result_type = result_type
 end
 
#----------------------------------------------------------------------
 def name
  case @result_type
    when 0
      name = $data_items[@result].name
    when 1
      name = $data_armors[@result].name
    when 2
      name = $data_weapons[@result].name
  end
  return name
 end

#----------------------------------------------------------------------
 def have
  have_all = true
  for i in 0...@ingredients.size
    case @ingredient_types[i]
      when 0
        if $game_party.item_number(@ingredients[i]) < @quantities[i]
          have_all=false
        end
      when 1
        if $game_party.armor_number(@ingredients[i]) < @quantities[i]
          have_all=false
        end
      when 2
        if $game_party.weapon_number(@ingredients[i]) < @quantities[i]
          have_all=false
        end
    end
  end
  return have_all
 end

#----------------------------------------------------------------------
 def decrement
  for i in 0...@ingredients.size
    case @ingredient_types[i]
    when 0
      $game_party.lose_item(@ingredients[i], @quantities[i])
    when 1
      $game_party.lose_armor(@ingredients[i], @quantities[i])
    when 2
      $game_party.lose_weapon(@ingredients[i], @quantities[i])
    end
  end
 end

#----------------------------------------------------------------------
 def make
  if have
    case @result_type
    when 0
      $game_party.gain_item(@result, 1)
    when 1
      $game_party.gain_armor(@result, 1)
    when 2
      $game_party.gain_weapon(@result, 1)
    end
    decrement
  end
 end
 
#----------------------------------------------------------------------
 def == (recipe)
  if recipe.is_a?(Game_Recipe)
    equal = true
    if recipe.ingredients != self.ingredients
      equal = false
    end
    if recipe.ingredient_types != self.ingredient_types
      equal = false
    end
    if recipe.quantities != self.quantities
      equal = false
    end
    if recipe.result != self.result
      equal=false
    end
    if recipe.result_type != self.result_type
      equal = false
    end
  else
    equal = false
  end
  return equal
 end
 
end # of Game_Recipe class

#===================================

class Window_Craft < Window_Selectable

 #--------------------------------------------------------------------------
 def initialize
  super(0, 64, 240, 416)
  @column_max = 1
  refresh
  self.index = 0
 end

 #--------------------------------------------------------------------------
 def recipe
  return @data[self.index]
 end

 #--------------------------------------------------------------------------
 def refresh
  if self.contents != nil
    self.contents.dispose
    self.contents = nil
  end
  @data = []
  for i in 0...$game_party.recipes.size
      @data.push($game_party.recipes[i])
  end
  @item_max = @data.size
  if @item_max > 0
    self.contents = Bitmap.new(width - 32, row_max * 32)
    self.contents.font.name = $fontface.is_a?(String) ? $fontface : $defaultfonttype
    self.contents.font.size = $fontsize.is_a?(Integer) ? $fontsize : $defaultfontsize
    for i in 0...@item_max
      draw_item(i)
    end
  end
 end

 #--------------------------------------------------------------------------
 def draw_item(index)
  recipe = @data[index]
  self.contents.font.color = recipe.have ? normal_color : disabled_color
  x = 16
  y = index * 32
  self.contents.draw_text(x , y, self.width-32, 32, recipe.name, 0)
 end

 #--------------------------------------------------------------------------
 def update_help
  current_recipe = recipe
  if current_recipe.is_a?(Game_Recipe)
  case current_recipe.result_type
    when 0
      description = $data_items[current_recipe.result].description
    when 1
      description = $data_armors[current_recipe.result].description
    when 2
      description = $data_weapons[current_recipe.result].description
    end
  else
    description = ""
  end
  @help_window.set_text(description)
  @help_window.update
 end
 
end # of Window_Craft

#=======================================
class Window_CraftResult < Window_Base

 #--------------------------------------------------------------------------
 def initialize
  super(240, 64, 400, 184)
  self.contents = Bitmap.new(width - 32, height - 32)
  self.contents.font.name = $fontface.is_a?(String) ? $fontface : $defaultfonttype
  self.contents.font.size = 20
  @result = nil
  @type = nil
 end

 #--------------------------------------------------------------------------
 def refresh
  self.contents.clear
  case @type
    when 0
      item = $data_items[@result]
      if item.recover_hp_rate > item.recover_hp
        hp_string = "HP Recovery% :"
        hp_stat = item.recover_hp_rate
      else
        hp_string = "HP Recovery Points:"
        hp_stat = item.recover_hp
      end
      if item.recover_sp_rate > item.recover_sp
        sp_string = "SP Recovery% :"
        sp_stat = item.recover_sp_rate
      else
        sp_string = "SP Recovery Points:"
        sp_stat = item.recover_sp
      end
      @strings = [hp_string, sp_string, "Phy. Def:" , "Mag Def:", "Accuracy:", "Variance:"]
      @stats = [hp_stat, sp_stat, item. pdef_f, item.mdef_f, item.hit, item.variance,
                      $game_party.item_number(@result)]
      @bitmap = RPG::Cache.icon(item.icon_name)
    when 1
      item = $data_armors[@result]
      @strings = ["Phy. Def:", "Mag. Def:", "Evasion plus:", "Strength plus:", "Dex. plus:",
                      "Agility plus:", "Int. plus:"]
      @stats = [item.pdef, item.mdef, item.eva, item.str_plus, item.dex_plus,
                  item.agi_plus, item.int_plus, $game_party.armor_number(@result) ]
      @bitmap = RPG::Cache.icon(item.icon_name)
    when 2
      item = $data_weapons[@result]
      @strings =["Attack Power:", "Phy. Def:", "Mag. Def:", "Strength plus:", "Dex. plus:",
                  "Agility plus:", "Int. plus:"]
      @stats = [item.atk, item.pdef, item.mdef, item.str_plus, item.dex_plus,
                  item.agi_plus, item.int_plus, $game_party.weapon_number(@result) ]
      @bitmap = RPG::Cache.icon(item.icon_name)
  end
  for i in 0...@strings.size
    x = i%2 * 184
    y = i /2 *28 +32
    self.contents.font.color = normal_color
    self.contents.draw_text(x,y,100, 28,@strings[i])
    self.contents.font.color = system_color
    self.contents.draw_text(x + 110, y, 45, 28, @stats[i].to_s)
  end
  self.contents.blt(0, 0, @bitmap, Rect.new(0, 0, 24, 24), 255)
  self.contents.font.color= normal_color
  self.contents.draw_text(40, 0, 300, 28, "Quantity curentley owned:")
  self.contents.font.color = system_color
  count = @stats[@stats.size - 1].to_s
  self.contents.draw_text(294, 0, 45, 28, count )
 end
 
#----------------------------------------------------------------------
 def set_result(result , type)
  @result = result
  @type = type
  refresh
 end

end #of Window_CraftResult

#=======================================
class Window_CraftIngredients < Window_Base

 #--------------------------------------------------------------------------
 def initialize
  super(240, 248, 400, 232)
  self.contents = Bitmap.new(width - 32, height - 32)
  self.contents.font.name = $fontface.is_a?(String) ? $fontface : $defaultfonttype
  self.contents.font.size = 20
  @ingredients = []
  @types = []
  @quantities = []
  @item = nil
  @count = 0
 end

 #--------------------------------------------------------------------------
 def refresh
  self.contents.clear
  for i in 0...@ingredients.size
    case @types[i]
    when 0
      @item = $data_items[@ingredients[i]]
      @count = $game_party.item_number(@ingredients[i])
    when 1
      @item = $data_armors[@ingredients[i]]
      @count = $game_party.armor_number(@ingredients[i])
    when 2
      @item = $data_weapons[@ingredients[i]]
      @count = $game_party.weapon_number(@ingredients[i])
    end
    y = i *26
    self.contents.blt(0, y, RPG::Cache.icon(@item.icon_name), Rect.new(0, 0, 24, 24), 255)
    self.contents.font.color = @count >= @quantities[i] ? normal_color : disabled_color
    self.contents.draw_text(30, y, 280, 28, @item.name)
    self.contents.draw_text(300, y, 45, 28, @quantities[i].to_s)
    self.contents.font.color = system_color
    self.contents.draw_text(245, y, 45, 28, @count.to_s )   
  end
 end
   
 #--------------------------------------------------------------------------
 def set_ingredients(ingredients , types, quantities)
  @ingredients = ingredients
  @types = types
  @quantities = quantities
  refresh
 end

end # of Window_CraftIngredients

#======================================
class Scene_Craft

 #--------------------------------------------------------------------------
 def initialize(craft_index=0, return_scene = "menu")
  @craft_index=craft_index
  @return_scene = return_scene
 end
 
 #--------------------------------------------------------------------------
 def main
  @craft_window = Window_Craft.new
  @craft_window.index=@craft_index
  @confirm_window = Window_Base.new(120, 188, 400, 64)
  @confirm_window.contents = Bitmap.new(368, 32)
  @confirm_window.contents.font.name = $fontface.is_a?(String) ? $fontface : $defaultfonttype
  @confirm_window.contents.font.size = $fontsize.is_a?(Integer) ? $fontsize : $defaultfontsize
  @help_window = Window_Help.new
  @craft_window.help_window = @help_window
  @result_window=Window_CraftResult.new
  @ingredients_window=Window_CraftIngredients.new
  @yes_no_window = Window_Command.new(100, ["Yes", "No"])
  @confirm_window.visible = false
  @confirm_window.z = 1500
  @yes_no_window.visible = false
  @yes_no_window.active = false
  @yes_no_window.index = 1
  @yes_no_window.x = 270
  @yes_no_window.y = 252
  @yes_no_window.z = 1500
  @label_window = Window_Base.new(450,200,190,52)
  @label_window.contents=Bitmap.new(@label_window.width - 32,@label_window.height - 32)
  @label_window.contents.font.size=20
  @label_window.contents.font.color = @label_window.normal_color
  @label_window.contents.font.name = $fontface.is_a?(String) ? $fontface : $defaultfonttype
  @label_window.contents.draw_text(0, 0, @label_window.contents.width, 20, "  Have    Need")
  Graphics.transition
  loop do
    Graphics.update
    Input.update
    update
    if $scene != self
      break
    end
  end
  Graphics.freeze
  @help_window.dispose
  @craft_window.dispose
  @result_window.dispose
  @ingredients_window.dispose
  @confirm_window.dispose
  @yes_no_window.dispose
  @label_window.dispose
 end

 #--------------------------------------------------------------------------
 def update
  @craft_window.update
  @ingredients_window.update
  if $game_party.recipes.size > 0
    @result_window.set_result(@craft_window.recipe.result, @craft_window.recipe.result_type)
    @ingredients_window.set_ingredients(@craft_window.recipe.ingredients,
                                                          @craft_window.recipe.ingredient_types,
                                                          @craft_window.recipe.quantities)
  end
  if @craft_window.active
    update_craft
    return
  end
  if @yes_no_window.active
    confirm_update
    return
  end
 end

 #--------------------------------------------------------------------------
 def update_craft
  if Input.trigger?(Input::B)
    $game_system.se_play($data_system.cancel_se)
    if @return_scene == "menu"
      $scene = Scene_Menu.new(0)
    else
      $scene = Scene_Map.new
    end
    return
  end
  if Input.trigger?(Input::C) and $game_party.recipes.size != 0
    @recipe = @craft_window.recipe
    if @recipe.have
      @yes_no_window.active = true
      @craft_window.active = false
    else
      $game_system.se_play($data_system.buzzer_se)
      return
    end
  end
 end

 #--------------------------------------------------------------------------
 def confirm_update
  @craft_index = @craft_window.index
  @confirm_window.visible = true
  @confirm_window.z = 1500
  @yes_no_window.visible = true
  @yes_no_window.active = true
  @yes_no_window.z = 1500
  @yes_no_window.update
  string = "Create " + @recipe.name + "?"
  cw = @confirm_window.contents.text_size(string).width
  center = @confirm_window.contents.width/2 - cw /2
  unless @drawn
    @confirm_window.contents.draw_text(center, 0, cw, 30, string)
    @drawn = true
  end
  if Input.trigger?(Input::C)
    if @yes_no_window.index == 0
      $game_system.se_play($data_system.decision_se)
      @recipe.make
      $game_system.se_play($data_system.save_se)
      $scene=Scene_Craft.new(@craft_index)
    else
      $game_system.se_play($data_system.cancel_se)
      $scene=Scene_Craft.new(@craft_index)
    end
  end
  if Input.trigger?(Input::B)
    $game_system.se_play($data_system.cancel_se)
    $scene=Scene_Craft.new(@craft_index)
  end
 end

end # of Scene_Craft

이하는 레시피 목록 예제:
#================================
# Sample master list for crafting script
#----------------------------------------------------------------
#-written by Deke
#----------------------------------------------------------------
#================================

class Game_Temp
  attr_reader :recipe_list
 
  alias crafting_temp_initialize initialize

  def initialize
    crafting_temp_initialize
    @recipe_list=[]
    get_recipe_list
  end
 
  def get_recipe_list
   
    ingredients = [30,31,32]
    ingredient_types = [0,0,0]
    quantities = [1,1,1]
    result = 4
    result_type = 2
    @recipe_list.push(Game_Recipe.new(ingredients,ingredient_types,quantities,result,result_type))
   
    ingredients = [29,30]
    ingredient_types = [0,0]
    quantities = [1,2]
    result = 8
    result_type = 1
    @recipe_list.push(Game_Recipe.new(ingredients,ingredient_types,quantities,result,result_type))
   
    ingredients = [30,31,1]
    ingredient_types = [0,0,1]
    quantities = [1,1,3]
    result = 4
    result_type = 0
    @recipe_list.push(Game_Recipe.new(ingredients,ingredient_types,quantities,result,result_type))
   
  end # of get_recipe_list method
end # of updates to Game_Temp Class