Avangs

  • 게임 정보
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    • 3D 게임제작 강좌
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    • 구인·구직·외주
    • 테스트 요청
    • 자유게시판
    • 게임계 소식
    • 유머&정보
    • 사이트링크
    • 이벤트&대회
  • 창작
    • 게임 기획
    • 맵배치
    • 글쓰기
    • 그리기
    • 음악
  • 자료실
    • 게임제작툴
    • 예제 및 샘플
    • 그래픽 소재
      • 오리지널 소재
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      • MZ 플러그인
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    • 외부 소재사이트
    • 기타 자료
      • 한글화툴
      • 무료 폰트
      • 유틸리티
    • 디자인 참고자료
  • 고객센터
    • 공지사항
    • 건의 및 신고
    • 핫 이슈
로그인 회원가입
Avangs
  • 게임 정보
    • 게임 소개
    • 게임 리뷰
    • 게임 실황
    • 게임 공략
    • 모바일 테스트
  • 게임 작품new
    • 완성작 게임
    • 체험판 게임
    • 한글판 게임new
    • 온라인 게임
    • 추천작 제작자 저장소
  • 투표선정 작품
    • 아방스 추천작
    • 완성 기대작
    • 투표 신청
    • 투표소
    • 투표 결과
  • 강좌
    • 아방스 칼럼
    • 비주얼노벨 강좌
    • 알만툴 강좌
      • MZ 강좌
      • MV 강좌
      • VX Ace 강좌
      • VX 강좌
      • XP 강좌
      • 2003 강좌
      • 2000 강좌
    • 게임메이커 강좌
    • 울프툴 강좌
    • 3D 게임제작 강좌
    • 2D 게임제작 강좌
    • 그래픽 제작 강좌
    • 기타 강좌
  • 질문과 답변
    • 자주 묻는 질문
    • 질문과 답변
    • 제작의뢰
  • 커뮤니티
    • 구인·구직·외주
    • 테스트 요청
    • 자유게시판
    • 게임계 소식
    • 유머&정보
    • 사이트링크
    • 이벤트&대회
  • 창작
    • 게임 기획
    • 맵배치
    • 글쓰기
    • 그리기
    • 음악
  • 자료실
    • 게임제작툴
    • 예제 및 샘플
    • 그래픽 소재
      • 오리지널 소재
      • 이차창작 소재
      • 수정·개조 소재
      • 외부 소재
    • 사운드 소재
    • 확장·플러그인·스크립트
      • MZ 플러그인
      • MV 플러그인
      • Ace 스크립트
      • VX 스크립트
      • XP 스크립트
      • 2k3 플러그인
      • VN 플러그인·확장
    • 외부 소재사이트
    • 기타 자료
      • 한글화툴
      • 무료 폰트
      • 유틸리티
    • 디자인 참고자료
  • 고객센터
    • 공지사항
    • 건의 및 신고
    • 핫 이슈
로그인 회원가입

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장비
2007.11.09 15:54

장비창을 다른거로 바꾸기 [헬악이님 제공]

아방스
조회 수 3257 추천 수 0 댓글 10
크게 작게 위로 아래로 댓글로 가기 인쇄 첨부
크게 작게 위로 아래로 댓글로 가기 인쇄 첨부
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

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서명 페지 테스트입니다.

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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.?

    댓글
  • ?
    어쎄신엄마 2008.04.06 23:12

    맨 밑에


    end 가 없어서 그런것입니다. 넣어주시면 잘될것입니다....

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

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

    변화가 없는데요?

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

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1018 미니맵 스크립트 이용하여 미니맵 만들기 16 file 아방스 2007.11.09 3610
» 장비 장비창을 다른거로 바꾸기 [헬악이님 제공] 10 file 아방스 2007.11.09 3257
1016 HUD 맵이름 넣기(bs님의 강의랑 다르게 스크립트로) 16 file 아방스 2007.11.09 3099
1015 이름입력 케릭터 위에 또는 NPC 위에 이름 뛰우기 [헬악이님 제공] 49 file 아방스 2007.11.09 6636
1014 게이지바 만들기 [헬악이님 제공] 12 file 아방스 2007.11.09 4522
1013 [헬악이] 스크립트 사용법 !!!(꼭 읽으세요!!) 3 아방스 2007.11.09 2365
1012 [헬악이님 제보] 제작자 표시 8 아방스 2007.11.09 2631
1011 미니맵 [헬악이님 제보] 단축키 미니맵 만들기!!| 13 file 아방스 2007.11.09 4352
1010 온라인 RPG 만들기 xp 온라인 스크립트 33 아방스 2007.11.09 9792
1009 메인화면에 별똥별 효과 6 file 아방스 2007.11.09 4320
1008 능력치 올리기 스크립트 21 file 아방스 2007.11.09 3566
1007 이벤트 클릭 시스템 [마우스 스크립트]| 36 아방스 2007.11.09 5712
1006 [알피지2님 제공] 발소리 스크립트 9 file 아방스 2007.11.09 2523
1005 [스마슈님 제공] 부활스크립트 19 file 아방스 2007.11.09 3802
1004 파티 [최강전사님 제공] 파티가 따라오게 하는 스크립트 24 file 아방스 2007.11.09 3497
1003 전투 사이드뷰 배틀 (2003 형식으 전투)| 12 file 아방스 2007.11.09 4857
1002 전투 SBABS 버전3.2 - 액알 스크립트 시스템 설명 13 아방스 2007.11.09 5784
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