아이템

아이템 획득 팝업 스크립트

by 아방스 posted Jan 07, 2009
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크게 작게 위로 아래로 댓글로 가기 인쇄
사용법
(이곳에추가) 섹션 위쪽에 붙여 넣으시면 됩니다.

스크립트 추가후
아이템 획득 이벤트를 넣기 전에 스위치를 ON해주는 이벤트를 넣어주시면됩니다.

기본적으로 스위치 설정은 1번 스위치가 설정되어있고.

스크립트 54번째 줄중에서 "1"이라고 된부분을 수정해주시면됩니다. (원하는 스위치 번호로)
POPUP_SWITCH = 1



기타 궁금한 사항은 예제게임으로 확인해보세요 ^^

Chest_Pop_Up20.exe






#==============================================================================
# Chest Item Pop-Up
#==============================================================================
# Author  : OriginalWij
# Version : 2.0
#==============================================================================

#==============================================================================
# Version Info:
#
# v1.0
# - Initial release
#
# v1.1
# - Added description window
#
# v1.2a
# - Bug fix and added forgotten aliases
#
# v1.3
# - Added option to only popup once for many of the same item
#
# v2.0
# - Added option to turn popup sound on/off
# - Added option to turn popup text on/off
# - Added icon to name popup and the ability to turn it on/off
# - Added adjustable X & Y coordinates for name popup window
# - Reworked name popup window (won't show "1 x" if only one item)
# - Reworked gold display (more efficient)
# - Added "call" feature - with and without adding the item to inventory
# - Added option to wait for button or time for popup name window
# - Added options to define button and time for popup name window wait
# - Added option to enable/disable the "close window" sound
# - Added options to define "close window" sound
#==============================================================================

#==============================================================================
# To use: turn on the switch (designated below) BEFORE each gold/item addition
#
# To call:
#   $scene = Chest_Popup.new(x, y, type, amount, index, add = false)
#             x : X coordinate to popup item at
#             y : Y coordinate to popup item at
#          type : 0 :gold, 1 :items, 2 :weapons, 3 :armor
#        amount : number of items "gaining"
#         index : item ID
#           add : adds item(s) shown into inventory if true (default = false)
#==============================================================================
# NOTE: when adding multiple (different) items, insert a WAIT(1) between them
# NOTE: the switch turns itself off after each "add item/gold" event command
#==============================================================================

  # Switch to activate popup
  POPUP_SWITCH = 1
  # "Gold" icon index number
  GOLD_ICON = 205
  # Play sound on popup?
  PLAY_POPUP_SOUND = true
    # Sound to play upon popup (if PLAY_POPUP_SOUND = true)
    POPUP_SOUND = 'Chime2'
    POPUP_SOUND_VOLUME = 100
    POPUP_SOUND_PITCH = 150
  # Play "close window" sound?
  PLAY_CLOSE = true
    # Sound to play upon popup close (if PLAY_CLOSE = true)
    CLOSE_SOUND = 'Cancel'
    CLOSE_SOUND_VOLUME = 80
    CLOSE_SOUND_PITCH = 100
  # Only popup once for many of the same item
  ONLY_SHOW_ONE = true
  # Show popup text?
  SHOW_POPUP_TEXT = true
    # Show icon with popup text? (if SHOW_POPUP_TEXT = true)
    SHOW_POPUP_TEXT_ICON = true
    # Popup text window Y coordinate (if SHOW_POPUP_TEXT = true)
    TEXT_WINDOW_Y = 208
    # Popup text window X coordinate offset (if SHOW_POPUP_TEXT = true)
    # 0 (Zero)         : centered in the window
    # negative integer : offset left  (centered)
    # positive integer : offset right (centered)
    TEXT_WINDOW_X_OFFSET = 0
    # Wait for button to close? (false = time wait) (if SHOW_POPUP_TEXT = true)
    WAIT_FOR_BUTTON = true
    # Button to wait for (if WAIT_FOR_BUTTON = true and SHOW_POPUP_TEXT = true)
    BUTTON_TO_WAIT_FOR = Input::C
    # Frames to wait (if WAIT_FOR_BUTTON = false and SHOW_POPUP_TEXT = true)
    WAIT_FOR_TIME = 120
 
#==============================================================================
# Game_Interpreter
#==============================================================================

class Game_Interpreter
  #--------------------------------------------------------------------------
  # Get X
  #--------------------------------------------------------------------------
  def get_x
    events = $game_map.events
    x_coord = events[@event_id]
    return x_coord.screen_x
  end
  #--------------------------------------------------------------------------
  # Get Y
  #--------------------------------------------------------------------------
  def get_y
    events = $game_map.events
    y_coord = events[@event_id]
    return y_coord.screen_y
  end
  #--------------------------------------------------------------------------
  # Change Gold
  #--------------------------------------------------------------------------
  alias chest_pop_command_125 command_125 unless $@
  def command_125
    value = operate_value(@params[0], @params[1], @params[2])
    x_value = get_x if $game_switches[POPUP_SWITCH]
    y_value = get_y if $game_switches[POPUP_SWITCH]
    $scene = Chest_Popup.new(x_value, y_value, 0, value, 1) if $game_switches[POPUP_SWITCH]
    chest_pop_command_125   
  end
  #--------------------------------------------------------------------------
  # Change Items
  #--------------------------------------------------------------------------
  alias chest_pop_command_126 command_126 unless $@
  def command_126
    value = operate_value(@params[1], @params[2], @params[3])
    x_value = get_x if $game_switches[POPUP_SWITCH]
    y_value = get_y if $game_switches[POPUP_SWITCH]
    $scene = Chest_Popup.new(x_value, y_value, 1, value, @params[0]) if $game_switches[POPUP_SWITCH]
    chest_pop_command_126
  end
  #--------------------------------------------------------------------------
  # Change Weapons
  #--------------------------------------------------------------------------
  alias chest_pop_command_127 command_127 unless $@
  def command_127
    value = operate_value(@params[1], @params[2], @params[3])
    x_value = get_x if $game_switches[POPUP_SWITCH]
    y_value = get_y if $game_switches[POPUP_SWITCH]
    $scene = Chest_Popup.new(x_value, y_value, 2, value, @params[0]) if $game_switches[POPUP_SWITCH]
    chest_pop_command_127
  end
  #--------------------------------------------------------------------------
  # Change Armor
  #--------------------------------------------------------------------------
  alias chest_pop_command_128 command_128 unless $@
  def command_128
    value = operate_value(@params[1], @params[2], @params[3])
    x_value = get_x if $game_switches[POPUP_SWITCH]
    y_value = get_y if $game_switches[POPUP_SWITCH]
    $scene = Chest_Popup.new(x_value, y_value, 3, value, @params[0]) if $game_switches[POPUP_SWITCH]
    chest_pop_command_128
  end
end

#==============================================================================
# Item Popup Window
#==============================================================================

class Item_Popup_Window < Window_Base
  #--------------------------------------------------------------------------
  # Initialize
  #--------------------------------------------------------------------------
  def initialize(x, y)
    super(0, 0, 544, 416)
    self.opacity = 0
    @x = x - 26
    @y = y - 56
  end
  #--------------------------------------------------------------------------
  # Pop-Up
  #--------------------------------------------------------------------------
  def pop_up(icon_index, x, y)
    self.contents.clear
    draw_icon(icon_index, x, y, true)
  end
end

#==============================================================================
# Name window
#==============================================================================

class Name_Window < Window_Base
  #--------------------------------------------------------------------------
  # Initialize
  #--------------------------------------------------------------------------
  def initialize(x, y, desc, no_desc, desc_size, gold = false, icon = 0)
    width = desc.size * 12
    super(x, y, width, WLH + 32)
    self.width = self.contents.text_size(desc).width + 32
    self.x = ((544 - self.width) / 2) + TEXT_WINDOW_X_OFFSET
    create_contents
    if SHOW_POPUP_TEXT_ICON
      if no_desc
        draw_icon(icon, 0, 0) unless gold
      else
        if desc_size == 2
          draw_icon(icon, 46, 0) unless gold
        else
          draw_icon(icon, 34, 0) unless gold
        end
      end
    end
    self.contents.draw_text(0, 0, width, WLH, desc, 0) unless gold
    self.contents.draw_text(4, 0, width, WLH, desc, 0) if gold
    draw_icon(GOLD_ICON, width - 66, 0, true) if gold
  end
end

#==============================================================================
# Scene_Base
#==============================================================================

class Scene_Base
  #--------------------------------------------------------------------------
  # Create Snapshot for Using as Background of Another Screen
  #--------------------------------------------------------------------------
  def snapshot_for_background
    $game_temp.background_bitmap.dispose
    $game_temp.background_bitmap = Graphics.snap_to_bitmap
    $game_temp.background_bitmap.blur unless $game_switches[POPUP_SWITCH]
  end
end

#==============================================================================
# Chest_Popup
#==============================================================================

class Chest_Popup < Scene_Base
  #--------------------------------------------------------------------------
  # Initialize
  #--------------------------------------------------------------------------
  def initialize(x, y, type, amount, index, add = false)
    $game_switches[POPUP_SWITCH] = true
    @x = x
    @y = y
    @amount = amount
    @gold = false
    @no_desc = false
    @desc_size = 1
    @desc_size = 2 if amount > 9
    case type
    when 0 # gold
      @desc_size = 1
      $game_party.gain_gold(amount) if add
      @icon_index = GOLD_ICON
      @desc_amount = ''
      @desc = @amount.to_s
      @amount = 1
      @gold = true
    when 1 # items
      $game_party.gain_item($data_items[index], amount) if add
      @icon_index = $data_items[index].icon_index
      @desc_amount = @amount.to_s + ' x'
      if @amount == 1
        @desc_amount = ''
        @no_desc = true
      end
      @desc = $data_items[index].name
      @amount = 1 if ONLY_SHOW_ONE
    when 2 # weapons
      $game_party.gain_item($data_weapons[index], amount) if add
      @icon_index = $data_weapons[index].icon_index
      @desc_amount = @amount.to_s + ' x'
      if @amount == 1
        @desc_amount = ''
        @no_desc = true
      end
      @desc = $data_weapons[index].name
      @amount = 1 if ONLY_SHOW_ONE
    when 3 # armors
      $game_party.gain_item($data_armors[index], amount) if add
      @icon_index = $data_armors[index].icon_index
      @desc_amount = @amount.to_s + ' x'
      if @amount == 1
        @desc_amount = ''
        @no_desc = true
      end
      @desc = $data_armors[index].name
      @amount = 1 if ONLY_SHOW_ONE
    end
    if @gold
      @desc = @desc + '      '
    else
      if SHOW_POPUP_TEXT_ICON
        @desc = @desc_amount + '      ' + @desc
      else
        @desc = @desc_amount + ' ' + @desc
      end
    end
  end
  #--------------------------------------------------------------------------
  # Start
  #--------------------------------------------------------------------------
  def start
    create_background
    @popup_window = Item_Popup_Window.new(@x, @y)
  end
  #--------------------------------------------------------------------------
  # Terminate
  #--------------------------------------------------------------------------
  def terminate
    @popup_window.dispose
    @menuback_sprite.dispose
    @name_window.dispose if SHOW_POPUP_TEXT
  end
  #--------------------------------------------------------------------------
  # Return Scene
  #--------------------------------------------------------------------------
  def return_scene
    $game_switches[POPUP_SWITCH] = false
    $scene = Scene_Map.new
  end
  #--------------------------------------------------------------------------
  # Update
  #--------------------------------------------------------------------------
  def update
    super
    @popup_window.update
    @menuback_sprite.update
    do_popup
  end
  #--------------------------------------------------------------------------
  # Update Basic
  #--------------------------------------------------------------------------
  def update_basic
    Graphics.update             
    Input.update                 
    $game_map.update             
  end
  #--------------------------------------------------------------------------
  # Wait
  #--------------------------------------------------------------------------
  def wait(duration)
    for i in 0...duration
      update_basic
    end
  end
  #--------------------------------------------------------------------------
  # Wait for close
  #--------------------------------------------------------------------------
  def wait_for_close
    count = 0
    loop do
      update_basic
      count += 1
      break if Input.trigger?(BUTTON_TO_WAIT_FOR) and WAIT_FOR_BUTTON
      break if count >= WAIT_FOR_TIME and !WAIT_FOR_BUTTON
    end
  end
  #--------------------------------------------------------------------------
  # Create Background
  #--------------------------------------------------------------------------
  def create_background
    @menuback_sprite = Sprite.new
    @menuback_sprite.bitmap = $game_temp.background_bitmap
    @menuback_sprite.update
  end
  #--------------------------------------------------------------------------
  # Show Name
  #--------------------------------------------------------------------------
  def show_name
    x = 272
    y = TEXT_WINDOW_Y
    @name_window = Name_Window.new(x, y, @desc, @no_desc, @desc_size, @gold, @icon_index)
    wait_for_close
    Audio.se_play('Audio/SE/' + CLOSE_SOUND, CLOSE_SOUND_VOLUME, CLOSE_SOUND_PITCH) if WAIT_FOR_BUTTON and PLAY_CLOSE
  end
  #--------------------------------------------------------------------------
  # Do Pop-Up
  #--------------------------------------------------------------------------
  def do_popup
    for i in 1..@amount
      Audio.se_play('Audio/SE/' + POPUP_SOUND, POPUP_SOUND_VOLUME, POPUP_SOUND_PITCH) if PLAY_POPUP_SOUND
      for i in 0..4
        @popup_window.pop_up(@icon_index, @x - 26, @y - (i * 4) - 48)
        @popup_window.update
        wait(2)
      end
      wait(5) if i != @amount
    end
    wait(5)
    show_name if SHOW_POPUP_TEXT
    return_scene
  end
end