XP 스크립트

http://www.dubealex.com/asylum/index.php?showtopic=6360
다른 장비화면 스크립트처럼 장착시 모든 파라미터의 변동을 보여줍니다. 두 가지 레이아웃 중에서 선택 가능.(데모를 참조할 것)


#===================================================
# ■ SIB Advanced Equip v2
#===================================================
# For more infos and update, visit:
# www.dubealex.com (Creation Asylum)
#
# Created Entirely by SIBruno
# shaun.bruno@mail.utexas.edu
# Use freely and give credit! :)
#
# Special Thanks:
# Creation Asylum
#
# Feb 6, 2006
#===================================================
# SUPPORTED LAYOUTS (more to come...):
# 1) Default SIB Advanced Equip Layout
# 2) NEW! Inspired by PhotonWeapon's Equip Screen
#===================================================
# Changes in v.2:
# * Beginning the concept of "layouts"
#
# Added Layout #2
# NOTE: Most similar to default equip screen
# * Maintained default window sizes
# * Character sprite removed
# * Character hp and sp removed
# * Character lvl included
#===================================================
#Instructions:
# Paste script-x right above main.
# Change Layouts: set $AElayout to a layout num
# ex. $AElayout = 1 (for default Equip Screen)
# ex. $AElayout = 2 (for layout # 2)
# You can set the equip screen to your default font
# and size by setting $AEfont and $AEsize to your
# respective default font and size variables.
$AEfont = "Tahoma"
$AEsize = 22
$AElayout = 1
#===================================================

class Window_Base < Window
#--------------------------------------------------------------------------
# * SIBRUNO Draw Parameter color
# actor : actor
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# type : parameter type (0-6)
# value : parameter value
# colorNum: color for parameter
#--------------------------------------------------------------------------
def draw_sib_parameter(actor, x, y, type, value, colorNum)
parameter_value = value
case type
when 0
parameter_name = $data_system.words.atk
when 1
parameter_name = $data_system.words.pdef
when 2
parameter_name = $data_system.words.mdef
when 3
parameter_name = $data_system.words.str
when 4
parameter_name = $data_system.words.dex
when 5
parameter_name = $data_system.words.agi
when 6
parameter_name = $data_system.words.int
end
self.contents.font.color = system_color
self.contents.draw_text(x, y, 120, 32, parameter_name)
self.contents.font.color = text_color(colorNum)
self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
end
end

class Window_EquipLeft < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
#--------------------------------------------------------------------------
def initialize(actor)
if($AElayout == 1)
super(0, 64, 302, 416)
elsif($AElayout == 2)
super(0, 64, 272, 192)
end
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $AEfont # "Equip" left side (Status) window font
self.contents.font.size = $AEsize
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
#-----SIBRUNO EQUIP LEFT-----
draw_actor_name(@actor, 4, 0)

xPos = 50
xVar = 180
yAtk = 124
yPDef = 156
yMDef = 188
yStr = 252
yDex = 284
yAgi = 316
yInt = 348

if($AElayout == 1)
draw_actor_graphic(@actor, 40, 112)
draw_actor_class(@actor, 4 + 144, 0)
draw_actor_hp(@actor, 96, 32, 172)
draw_actor_sp(@actor, 96, 64, 172)
elsif($AElayout == 2)
draw_actor_level(@actor, 180, 0)
xPos = 4
xVar = 180
yAtk = 32
yPDef = 48
yMDef = 64
yStr = 84
yDex = 100
yAgi = 116
yInt = 132
end

# Atk
if @new_atk != nil
if @actor.atk < @new_atk
draw_sib_parameter(@actor, xPos, yAtk, 0, @new_atk, 7)
self.contents.font.color = text_color(3)
elsif @actor.atk > @new_atk
draw_sib_parameter(@actor, xPos, yAtk, 0, @new_atk, 7)
self.contents.font.color = text_color(2)
else
draw_sib_parameter(@actor, xPos, yAtk, 0, @new_atk, 8)
end
atk_var = @new_atk - @actor.atk
if atk_var != 0
atktxt = ""
if atk_var > 0
atktxt = "+" + atk_var.to_s
else
atktxt = atk_var.to_s
end
self.contents.draw_text(xPos + xVar, yAtk, 36, 32, atktxt, 2)
end
else
draw_actor_parameter(@actor, xPos, yAtk, 0)
end

# Phy Def
if @new_pdef != nil
if @actor.pdef < @new_pdef
draw_sib_parameter(@actor, xPos, yPDef, 1, @new_pdef, 7)
self.contents.font.color = text_color(3)
elsif @actor.pdef > @new_pdef
draw_sib_parameter(@actor, xPos, yPDef, 1, @new_pdef, 7)
self.contents.font.color = text_color(2)
else
draw_sib_parameter(@actor, xPos, yPDef, 1, @new_pdef, 8)
end
pdef_var = @new_pdef - @actor.pdef
if pdef_var != 0
pdeftxt = ""
if pdef_var > 0
pdeftxt = "+" + pdef_var.to_s
else
pdeftxt = pdef_var.to_s
end
self.contents.draw_text(xPos + xVar, yPDef, 36, 32, pdeftxt, 2)
end
else
draw_actor_parameter(@actor, xPos, yPDef, 1)
end

# Mag Def
if @new_mdef != nil
if @actor.mdef < @new_mdef
draw_sib_parameter(@actor, xPos, yMDef, 2, @new_mdef, 7)
self.contents.font.color = text_color(3)
elsif @actor.mdef > @new_mdef
draw_sib_parameter(@actor, xPos, yMDef, 2, @new_mdef, 7)
self.contents.font.color = text_color(2)
else
draw_sib_parameter(@actor, xPos, yMDef, 2, @new_mdef, 8)
end
mdef_var = @new_mdef - @actor.mdef
if mdef_var != 0
mdeftxt = ""
if mdef_var > 0
mdeftxt = "+" + mdef_var.to_s
else
mdeftxt = mdef_var.to_s
end
self.contents.draw_text(xPos + xVar, yMDef, 36, 32, mdeftxt, 2)
end
else
draw_actor_parameter(@actor, xPos, yMDef, 2)
end

# Str
if @new_str != nil
if @actor.str < @new_str
draw_sib_parameter(@actor, xPos, yStr, 3, @new_str, 7)
self.contents.font.color = text_color(3)
elsif @actor.str > @new_str
draw_sib_parameter(@actor, xPos, yStr, 3, @new_str, 7)
self.contents.font.color = text_color(2)
else
draw_sib_parameter(@actor, xPos, yStr, 3, @new_str, 8)
end
str_var = @new_str - @actor.str
if str_var != 0
strtxt = ""
if str_var > 0
strtxt = "+" + str_var.to_s
else
strtxt = str_var.to_s
end
self.contents.draw_text(xPos + xVar, yStr, 36, 32, strtxt, 2)
end
else
draw_actor_parameter(@actor, xPos, yStr, 3)
end

#Dex
if @new_dex != nil
if @actor.dex < @new_dex
draw_sib_parameter(@actor, xPos, yDex, 4, @new_dex, 7)
self.contents.font.color = text_color(3)
elsif @actor.dex > @new_dex
draw_sib_parameter(@actor, xPos, yDex, 4, @new_dex, 7)
self.contents.font.color = text_color(2)
else
draw_sib_parameter(@actor, xPos, yDex, 4, @new_dex, 8)
end
dex_var = @new_dex - @actor.dex
if dex_var != 0
dextxt = ""
if dex_var > 0
dextxt = "+" + dex_var.to_s
else
dextxt = dex_var.to_s
end
self.contents.draw_text(xPos + xVar, yDex, 36, 32, dextxt, 2)
end
else
draw_actor_parameter(@actor, xPos, yDex, 4)
end

#Agi
if @new_agi != nil
if @actor.agi < @new_agi
draw_sib_parameter(@actor, xPos, yAgi, 5, @new_agi, 7)
self.contents.font.color = text_color(3)
elsif @actor.agi > @new_agi
draw_sib_parameter(@actor, xPos, yAgi, 5, @new_agi, 7)
self.contents.font.color = text_color(2)
else
draw_sib_parameter(@actor, xPos, yAgi, 5, @new_agi, 8)
end
agi_var = @new_agi - @actor.agi
if agi_var != 0
agitxt = ""
if agi_var > 0
agitxt = "+" + agi_var.to_s
else
agitxt = agi_var.to_s
end
self.contents.draw_text(xPos + xVar, yAgi, 36, 32, agitxt, 2)
end
else
draw_actor_parameter(@actor, xPos, yAgi, 5)
end

#Int
if @new_int != nil
if @actor.int < @new_int
draw_sib_parameter(@actor, xPos, yInt, 6, @new_int, 7)
self.contents.font.color = text_color(3)
elsif @actor.int > @new_int
draw_sib_parameter(@actor, xPos, yInt, 6, @new_int, 7)
self.contents.font.color = text_color(2)
else
draw_sib_parameter(@actor, xPos, yInt, 6, @new_int, 8)
end
int_var = @new_int - @actor.int
if int_var != 0
inttxt = ""
if int_var > 0
inttxt = "+" + int_var.to_s
else
inttxt = int_var.to_s
end
self.contents.draw_text(xPos + xVar, yInt, 36, 32, inttxt, 2)
end
else
draw_actor_parameter(@actor, xPos, yInt, 6)
end

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 : str after changing equipment
# new_dex : dex after changing equipment
# new_agi : agi after changing equipment
# new_int : int after changing equipment
#--------------------------------------------------------------------------
def set_new_parameters(new_atk, new_pdef, new_mdef,
new_str, new_dex, new_agi, new_int)
if @new_atk != new_atk or @new_pdef != new_pdef or @new_mdef != new_mdef or
@new_str != new_str or
@new_dex != new_dex or @new_agi != new_agi or @new_int != new_int

@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
refresh
end
end
end

class Window_EquipRight < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
#--------------------------------------------------------------------------
def initialize(actor)
if($AElayout == 1)
super(302, 64, 338, 192)
elsif($AElayout == 2)
super(272, 64, 368, 192)
end
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $AEfont # "Equip" right side (Equiped Items) window font
self.contents.font.size = $AEsize
@actor = actor
refresh
self.index = -1
end
#--------------------------------------------------------------------------
# * Item Acquisition
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# ● Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
@data = []
@data.push($data_weapons[@actor.weapon_id])
@data.push($data_armors[@actor.armor1_id])
@data.push($data_armors[@actor.armor2_id])
@data.push($data_armors[@actor.armor3_id])
@data.push($data_armors[@actor.armor4_id])
@item_max = @data.size
self.contents.font.color = system_color
self.contents.draw_text(4, 32 * 0, 92, 32, $data_system.words.weapon)
self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor1)
self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2)
self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3)
self.contents.draw_text(5, 32 * 4, 92, 32, $data_system.words.armor4)
draw_item_name(@data[0], 92, 32 * 0)
draw_item_name(@data[1], 92, 32 * 1)
draw_item_name(@data[2], 92, 32 * 2)
draw_item_name(@data[3], 92, 32 * 3)
draw_item_name(@data[4], 92, 32 * 4)
end
#--------------------------------------------------------------------------
# ● Help Text Update
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.descript-xion)
end
end

#==============================================================================
# ** Window_EquipItem
#------------------------------------------------------------------------------
# This window displays choices when opting to change equipment on the
# equipment screen.
#==============================================================================

class Window_EquipItem < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
# equip_type : equip region (0-3)
#--------------------------------------------------------------------------
def initialize(actor, equip_type)
if($AElayout == 1)
super(302, 256, 338, 224)
@column_max = 1
elsif($AElayout == 2)
super(0, 256, 640, 224)
@column_max = 2
end
@actor = actor
@equip_type = equip_type
#@column_max = 2
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# * Item Acquisition
#--------------------------------------------------------------------------
def item
return @data[self.index]
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
# Add equippable weapons
if @equip_type == 0
weapon_set = $data_classes[@actor.class_id].weapon_set
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
@data.push($data_weapons)
end
end
end
# Add equippable armor
if @equip_type != 0
armor_set = $data_classes[@actor.class_id].armor_set
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0 and armor_set.include?(i)
if $data_armors[i].kind == @equip_type-1
@data.push($data_armors[i])
end
end
end
end
# Add blank page
@data.push(nil)
# Make a bit map and draw all items
@item_max = @data.size
self.contents = Bitmap.new(width - 32, row_max * 32)
self.contents.font.name = $AEfont # "Equip" bottom (Item List) window font
self.contents.font.size = $AEsize
for i in 0...@item_max-1
draw_item(i)
end
end
#--------------------------------------------------------------------------
# * Draw Item
# index : item number
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
if($AElayout == 1)
x = index
y = index * 32
elsif($AElayout == 2)
x = 4 + index % 2 * (288 + 32)
y = index / 2 * 32
end
#x = 4 + index % 2 * (288 + 32)
#y = index / 2 * 32
case item
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(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.font.color = normal_color
self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
end
#--------------------------------------------------------------------------
# * Help Text Update
#--------------------------------------------------------------------------
def update_help
@help_window.set_text(self.item == nil ? "" : self.item.descript-xion)
end
end

#==============================================================================
# ** Scene_Equip
#------------------------------------------------------------------------------
# This class performs equipment screen processing.
#==============================================================================

class Scene_Equip
#--------------------------------------------------------------------------
# * Object Initialization
# actor_index : actor index
# equip_index : equipment index
#--------------------------------------------------------------------------
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
@equip_index = equip_index
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Get actor
@actor = $game_party.actors[@actor_index]
# Make windows
@help_window = Window_Help.new
@left_window = Window_EquipLeft.new(@actor)
@right_window = Window_EquipRight.new(@actor)
@item_window1 = Window_EquipItem.new(@actor, 0)
@item_window2 = Window_EquipItem.new(@actor, 1)
@item_window3 = Window_EquipItem.new(@actor, 2)
@item_window4 = Window_EquipItem.new(@actor, 3)
@item_window5 = Window_EquipItem.new(@actor, 4)
# Associate help window
@right_window.help_window = @help_window
@item_window1.help_window = @help_window
@item_window2.help_window = @help_window
@item_window3.help_window = @help_window
@item_window4.help_window = @help_window
@item_window5.help_window = @help_window
# Set cursor position
@right_window.index = @equip_index
refresh
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@help_window.dispose
@left_window.dispose
@right_window.dispose
@item_window1.dispose
@item_window2.dispose
@item_window3.dispose
@item_window4.dispose
@item_window5.dispose
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
# Set item window to visible
@item_window1.visible = (@right_window.index == 0)
@item_window2.visible = (@right_window.index == 1)
@item_window3.visible = (@right_window.index == 2)
@item_window4.visible = (@right_window.index == 3)
@item_window5.visible = (@right_window.index == 4)
# Get currently equipped item
item1 = @right_window.item
# Set current item window to @item_window
case @right_window.index
when 0
@item_window = @item_window1
when 1
@item_window = @item_window2
when 2
@item_window = @item_window3
when 3
@item_window = @item_window4
when 4
@item_window = @item_window5
end
# If right window is active
if @right_window.active
# Erase parameters for after equipment change
@left_window.set_new_parameters(nil, nil, nil, nil, nil, nil,
nil)
end
# If item window is active
if @item_window.active
# Get currently selected item
item2 = @item_window.item
# Change equipment
last_hp = @actor.hp
last_sp = @actor.sp
@actor.equip(@right_window.index, item2 == nil ? 0 : item2.id)
# Get parameters for after equipment change
new_atk = @actor.atk
new_pdef = @actor.pdef
new_mdef = @actor.mdef
new_str = @actor.str
new_dex = @actor.dex
new_agi = @actor.agi
new_int = @actor.int
# Return equipment
@actor.equip(@right_window.index, item1 == nil ? 0 : item1.id)
@actor.hp = last_hp
@actor.sp = last_sp
# Draw in left window
@left_window.set_new_parameters(new_atk, new_pdef, new_mdef, new_str, new_dex, new_agi,
new_int)
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@left_window.update
@right_window.update
@item_window.update
refresh
# If right window is active: call update_right
if @right_window.active
update_right
return
end
# If item window is active: call update_item
if @item_window.active
update_item
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when right window is active)
#--------------------------------------------------------------------------
def update_right
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to menu screen
$scene = Scene_Menu.new(2)
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# If equipment is fixed
if @actor.equip_fix?(@right_window.index)
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Activate item window
@right_window.active = false
@item_window.active = true
@item_window.index = 0
return
end
# If R button was pressed
if Input.trigger?(Input::R)
# Play cursor SE
$game_system.se_play($data_system.cursor_se)
# To next actor
@actor_index += 1
@actor_index %= $game_party.actors.size
# Switch to different equipment screen
$scene = Scene_Equip.new(@actor_index, @right_window.index)
return
end
# If L button was pressed
if Input.trigger?(Input::L)
# Play cursor SE
$game_system.se_play($data_system.cursor_se)
# To previous actor
@actor_index += $game_party.actors.size - 1
@actor_index %= $game_party.actors.size
# Switch to different equipment screen
$scene = Scene_Equip.new(@actor_index, @right_window.index)
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when item window is active)
#--------------------------------------------------------------------------
def update_item
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Activate right window
@right_window.active = true
@item_window.active = false
@item_window.index = -1
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Play equip SE
$game_system.se_play($data_system.equip_se)
# Get currently selected data on the item window
item = @item_window.item
# Change equipment
@actor.equip(@right_window.index, item == nil ? 0 : item.id)
# Activate right window
@right_window.active = true
@item_window.active = false
@item_window.index = -1
# Remake right window and item window contents
@right_window.refresh
@item_window.refresh
return
end
end
end


**장비확장 스크립트와 함께 사용시 정상적으로 작동한다는 보장은 할 수 없습니다.

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 6312
461 기타 [신기술 체험] 오투잼 스크립트 7 file 백호 2009.02.22 1960
460 기타 [신기술 체험] 빠른 애니매이션 1 file 백호 2009.02.22 1202
459 기타 [신기술 체험] 레이싱 스크립트 8 file 백호 2009.02.22 2186
458 기타 [신기술 체험] 마우스 사용 심플액션 7 file 백호 2009.02.22 2468
457 기타 [신기술 체험] RM포트리스 4 file 백호 2009.02.22 1430
456 기타 [신기술 체험] 윈도우 은행시스템 12 file 백호 2009.02.22 2091
455 기타 [신기술 체험] 추가, 수정 심플액션 4 file 백호 2009.02.22 1791
454 기타 Advanced Gold display by Dubealex 1 백호 2009.02.22 761
453 아이템 Additional Item Drop by SephirothSpawn (SDK호환) 1 백호 2009.02.22 891
452 아이템 Easy Item & Gold Gain by SephirothSpawn (SDK호환) 백호 2009.02.22 881
451 기타 NPC Details Window by SephirothSpawn (SDK호환) 1 file 백호 2009.02.22 1210
450 전투 랜덤 전투음악 by Fomar0153@rmxp.org 1 백호 2009.02.22 1008
449 메뉴 CogWheel Plug'n'Play Menu Bar by DerVVulfman@rmxp.org 2 백호 2009.02.22 1222
448 기타 Quick Animations by SephirothSpawn (SDK호환) 백호 2009.02.22 852
447 기타 Introduction & optional Splash 2.1 by SephirothSpawn (SDK호환) 1 백호 2009.02.22 860
446 기타 SG_Transfer Player Music Fix v2 by sandgolem (SDK호환) 1 백호 2009.02.22 824
445 저장 SG_Broken Save File Fix by sandgolem (SDK호환) 1 백호 2009.02.22 1069
444 메뉴 1-Scene CMS 1.16 by LegACy (SDK호환) 3 file 백호 2009.02.22 1564
» 장비 SIBruno's Advanced Equip Screen v2 file 백호 2009.02.22 1248
442 기타 몬스터도감 - 개량형 ? 7 file 백호 2009.02.22 2887
Board Pagination Prev 1 ... 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 ... 52 Next
/ 52