- Сообщений: 173
- Спасибо получено: 6
1 Задавайте конкретные вопросы. Для болтовни есть свободный раздел.
2 По возможности давайте конкретные ответы.
3 Один вопрос=одна тема. Если хотите задать ещё вопрос, то начинайте новую тему.
4 Название темы должно составлять сам вопрос, и быть максимально конкретным. Рекомендуется начинать тему словами "Как", "Что", "Почему". А первый пост повторяет вопрос и даёт расширенные сведения.
5 Рекомендуется указывать версию мейкера (2000, 2003, RMXP, RMVX, ACE, IGM, и.т.д.. Это важно, и всё равно ведь спросят.
6 Темы "Пара вопросов", "Помогите", и подобные им - самый лёгкий путь к бану.
7 Поиск находится вверху справа.
А. Названия подразделов этого раздела уточняются. Советы принимаются.
Где найти и скачать скрипты?
Version: 3.2.1.1
Author: 332211/uresk
Release Date 24th August 2009
Exclusive Script at RPG RPG Revolution
Introduction
This script allow actors to have attributes that enhance their stats, damage when using certain elements, learn skills.
Features
* custom attributes - each actor has its own attributes
Attributes give:
* Stat bonus
* Boost certain elements (skills/items damage) and resistance
* May actiave a skill while attacking (Eg: You attack a monster, but the skill Fire activated and you use Fire on that monster.)
* Influence status resistance.
* more customization for each attribute by level
Also:
* more customization: you can chose at which level the character learn an attribute
* Each level you gain points equal to your level (start with 1)
* Cost formula is now easily changed
* It has become easy to create items which teach attributes
* Attribute points can be bought at regular shops (if you want them to sell them)
* Killing enemies awards the party with extra attriute points
* characters can be stopped from using a items based on their class
* added an info window on the attributes (see screenshot)
* 3: enemies can have attributes, revised structure
* 3.1: some bugs corrected, more details for each attribute, bigger and better info window.
* 3.2: weapons, armors and skill may require certain Attributes ( of a level or higher) to be equiped / used
* 3.2.1: 2 bug fixes
* 3.2.1.1: fixed a bug caused by the last bugfix
www.rpgrevolution.com/forums/index.php?s...0375&showtopic=22090
My second script. this adds an extra option to the pause menu called "objectives" which shows the users...well... objectives. as requested by Masternest.
www.rpgrevolution.com/forums/index.php?s...0375&showtopic=41322
Version 4.0 BETA
Author SojaBird
Release Date
v1.0 (full release) > 10-07-'09
v1.1 (small bugfix) > 11-07-'09
v1.2 (smaller bugfix) > 11-07-'09
v1.3 (more fixed, more options) > 13-07-'09
v2.0 (point-system and fixes) > 18-07-'09
v2.1 (lvl/exp fix) > 05-08-'09
v2.2 (sound, info and a fix) > 21-08-'09
v3.0 ... where did it go?
v4.0 BETA (requested new features (BETA!!)) > 30-05-'10
v4.0.b BETA (pre-vacation release) > last build: 21-06-'10, released: 06-08-'10
Features
v1.0 (full release)
* Create your own achievements wich contains title, description and icon;
* Manage them;
* Add as many as you want or remove them as you like;
* Add conditions so they'll be completed by itself;
* Add rewards so that the player gains what ever you like automaticly with completion;
* Show a popup window when a achievement is completed;
* A window, accessable from the menu, to show the achievements in a scrollable list;
* Automaticly scrolling achievementwindow with a variable speed;
* And much, much more!..
* Compatible with 'New Menu Items'.
v1.1 (small bugfix)
* Fixed some minor bugs such as correct displaying and hiding the completed-alert windows;
* Fixed a couple of conditions;
* Added a new option for opening the scene from the map or other places: Achief.call(*return_menu) *means optional, default = false).
v1.2 (smaller bugfix)
* Final (I hope) and working fix for the completed-alert windows.
v1.3 (more fixed, more options)
* Fixed the level- and exp-rewards for the whole party;
* Added the option to use the prototype reward-alert;
* Different display ways (normal, up or down);
* More alert-options such as opacity and position (left, centered or right);
* Fast-display option in the menu (displays howmany achievements there are in total and how much are finished).
v2.0 (point-system and fixes)
* Use the point-system and attach points to achievmenets as extra reward when completed;
* Use collected points in the all new achievementshop to buy new, or reveal hidden achievements;
* Display amount of points in messages with your own set -tag;
* Use conditions, as well as points in conditinal branches (now with little more documentary);
* Get rid of some nasty bugs such as the start-up-bug and reward-bugs;
* A new display for rewards, wich looks much neater (not completely done though).
v2.1 (lvl/exp fix)
* Fixed the level and exp conditions so that it'll keep working when the actor it's about is removed from the party;
* A little change in the reward-coding.
v2.2 (sound, info and a fix)
* Option for find- and complete-sounds as adittion to the alertwindows;
* Status about current achievements and completion added in thepoint-display bar (whith point-system only);
* Small shop-fix (reset helpwindow after Unhide).
v4.0 BETA (requested new features (BETA!!))
* NMI bug
* Menu_Enabled option
* Shop message BG remove
* Multiple classes
* Call script message BG remove
* Sort achievements
* Check monster kills /battles achievement
* Buy items/weapons/armor with points
v4.0.b BETA (pre-vacation release)
* A lot of new, undocumented features
* Such as a new menu-layout option and more!!
* Tracking achievements it's progress, with a bar
* New catagories!!
* The ablility to have achievements based on enemies killed/fought
www.rpgrevolution.com/forums/index.php?s...0375&showtopic=32985
Before we start, there's three things to clear up:
1. Yes, I know it's a big public opinion RMaker is a bad engine to make a MMORPG because of the 2D graphics and all. And I agree with it, I'm doing this for fun so I can learn Ruby and Java along the way.
2. If you test this, please give me an opinion.
3. If you decide to make a fork of it or repost it somewhere you must get my permission. I got a laugh some time back when I googled VX Phoenix as it was posted at random places.
Phoenix (Previously VX Phoenix, a fork of VX Online) is my first big scripting project whish I started, when I noticed I could fix errors in VX Online. It was a project for me to learn scripting, because at start I knew very little from what I knew from tempering with scripts.
So yes, I learned from almost nothing while doing this, I just googled documentation on functions like gsub! and so on and at first I learned from my tries and mistakes.
So now I all of a sudden know Ruby moderately, and as I learn more I go back and fix my lousy code I wrote a month before.
I started this project before Vlad's net system, so mine was the only one developing then. And that kept me on, now I restarted this and totally recoded the network engine.
The main focus of this will allways be to make this user friendly, because most other engines now require some moderate scripting knowledge and understanding of networking, MySQL and so on. From my experience MySQL is never good to handle for other things than websites, so the whole project will rotate around having a simple server that writes simple files, let it be .ini or encrypted .dat or so on.
Have fun and remember, you can do anything you set your mind into!
~ Speed
This is a work in progress (WiP), many work still needs to be done. I'm doing this for fun, any help is wanted and thanked.
www.rpgrevolution.com/forums/index.php?s...0375&showtopic=31384
PARTY SELECTION SCRIPT (Version 1.1c)
Features
Creates a scene to rearrange your party. There are a variety of things to do in this system. You can remove and add characters from being available in the Reserves (non-party members), lock characters so you can't add or remove them, and make characters "Unavailable", which does about the same thing as Locking. The reasoning behind having two things like this is for representation purposes. A character who isn't in your party, but is temporarily unavailable COULD show up as being "Locked" (lock icon) but I didn't feel it looked as good as being "Unavailable" (greyed out.) But a character who IS in your party, but can't be removed, obviously wouldn't make sense as being Unavailable.
You can also see the statistics of the character, as well as the face graphic, in a small window to the right of the Party/Reserves
www.rpgrevolution.com/forums/index.php?s...0375&showtopic=12908
Version 1.0
by Woratana
Release Date: 13/07/2008
Introduction
This is the minimap script based on KGC Minimap in XP.
The minimap will be created by script, so it will be a little blocky. (VX tileset is also blocky anyhow tongue.gif)
But the good point is that it doesn't require any image file.
Since I'm a little lazy, I prefer this script than the one using image file. smile.gif
Enjoy~ laugh.gif
www.rpgrevolution.com/forums/index.php?s...0375&showtopic=17207
Зарание спасибо
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- SaretOdin-Sol
-
- Не в сети
- Давно я тут
-
- Жизнь - не игра...Хотя кого это колышет?
- Сообщений: 475
- Спасибо получено: 77
И если он не работает (в смысле, не показывает миникарту) то поидее надо свитч включить, чтоб карта показалась.
Пожалуйста Войти или Регистрация, чтобы присоединиться к беседе.
CODE
################################################################################
# #
# ~~~~~ Copyright 2009 SojaBird ~~~~~ #
# #
################################################################################
#
# * Game_MiniMap: Gets amount of enemies on the map
#
class Game_MiniMap
attr_reader :enemies
alias hud_initialize initialize
alias draw_hud_object draw_object
def initialize(tilemap)
@enemies = 0
hud_initialize(tilemap)
end
def draw_object
@enemies = 0
draw_hud_object
@object_list.each do |key, events|
color = MiniMap::OBJECT_COLOR[key]
next if events.nil? or color.nil?
events.each do |obj|
if !obj.character_name.empty?
@enemies += 1 if color == MiniMap::OBJECT_COLOR
end
end
end
end
end
#
# * Woratana_MiniMap_Enemy_HUD: Creates the HUD
#
class Woratana_MiniMap_Enemy_HUD < Window_Base
include MiniMap
def initialize
@x = MAP_RECT[0]
@y = MAP_RECT[1] + MAP_RECT[3] - 16
@width = MAP_RECT[2]
@height = WLH + 32
super(@x, @y, @width, @height)
self.visible = $game_system.show_minimap
self.opacity = 0
self.z = MAP_Z + 1
@enemies_total = $scene.spriteset.minimap.enemies
@enemies = $scene.spriteset.minimap.enemies
refresh
end
def color
return knockout_color if @enemies >= (@enemies_total.to_f / 2)
return crisis_color if @enemies > 0
return power_up_color
end
def draw_border
@border = Sprite.new
@border.x = @x - MINIMAP_BORDER_SIZE
@border.y = @y + 16
b_width = @width + (MINIMAP_BORDER_SIZE * 2)
b_height = @height + (MINIMAP_BORDER_SIZE * 2) - 32
@border.bitmap = Bitmap.new(b_width, b_height)
@border.bitmap.fill_rect(@border.bitmap.rect, MINIMAP_BORDER_COLOR)
@border.bitmap.clear_rect(MINIMAP_BORDER_SIZE, MINIMAP_BORDER_SIZE,
@border.bitmap.width - (MINIMAP_BORDER_SIZE * 2),
@border.bitmap.height - (MINIMAP_BORDER_SIZE * 2))
@border.z = MAP_Z
end
def draw_background
@background = Sprite.new
@background.x = @x
@background.y = @y + MINIMAP_BORDER_SIZE + 16
b_width = @width
b_height = @height - 32
@background.bitmap = Bitmap.new(b_width, b_height)
@background.bitmap.fill_rect(@background.bitmap.rect, BACKGROUND_COLOR)
@background.z = MAP_Z
end
def refresh
contents.clear
draw_border if @border.nil?
draw_background if @background.nil?
@enemies = $scene.spriteset.minimap.enemies
self.contents.font.color = color
@string = "#{@enemies}/#{@enemies_total}"
self.contents.draw_text(0, 0, self.width - 32, WLH, @string, 1)
end
def dispose
@border.dispose if !@border.nil?
@background.dispose if !@background.nil?
end
def update
self.visible = $game_system.show_minimap
return if !self.visible
if $scene.is_a?(Scene_Map) and @enemies != $scene.spriteset.minimap.enemies
refresh
end
end
end
#
# * Scene_Map: Attach HUD to map
#
class Scene_Map < Scene_Base
alias start_hud start
alias terminate_hud terminate
alias update_hud update
def start
start_hud
@woratana_minimap_enemy_hud = Woratana_MiniMap_Enemy_HUD.new
end
def terminate
@woratana_minimap_enemy_hud.dispose
terminate_hud
end
def update
update_hud
@woratana_minimap_enemy_hud.update
end
end
Пожалуйста Войти или Регистрация, чтобы присоединиться к беседе.
- SaretOdin-Sol
-
- Не в сети
- Давно я тут
-
- Жизнь - не игра...Хотя кого это колышет?
- Сообщений: 475
- Спасибо получено: 77
Если и это не прокатит, то значит - конфликт. Придеца чего то лишится.
Если он ругается в начале скрипта...
И что именно он пишет когда в окне ошибки?
Пожалуйста Войти или Регистрация, чтобы присоединиться к беседе.
А последняя сылка что я кинул это не фэйк? просто MMO было бы круто создать )
Пожалуйста Войти или Регистрация, чтобы присоединиться к беседе.
Скрипты для онлайн игры на мейкере есть, сервера тоже есть, но это мёртвая дорога.
Есть готовые конструкторы онлайн игр, они работают как надо и мороки с ними будет меньше.
Тьма, тьма, и ничего кроме тьмы...
ПОМОГИТЕ!!! или как быстро получить бан!
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SaretOdin-Sol пишет: ... Попробуй этот скрипт.
ВНИМАНИЕ: Спойлер!Code:#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ #_/ ◆ MiniMap - KGC_MiniMap ◆ VX ◆ #_/ ◇ Last Update: 2008/09/08 ◇ #_/ ◆ Translation by Mr. Anonymous ◆ #_/ ◆ KGC Site: ◆ #_/ ◆ http://ytomy.sakura.ne.jp/ ◆ #_/ ◆ Translator's Blog: ◆ #_/ ◆ http://mraprojects.wordpress.com ◆ #_/---------------------------------------------------------------------------- #_/ This script creates a "minimap" of the current area and displays it on the #_/ screen. Note that you may disable the MiniMap on a given map by tagging the #_/ map's name with [NOMAP]. #_/============================================================================ #_/ Install: Insert above KGC_SetAttackElement, if applicable. #_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/ #==============================================================================# # ★ Customization ★ # #==============================================================================# module KGC module MiniMap # ◆ MiniMap Switch ◆ # Here you may assign an in-game switch number to activate/deactivate the map. MINIMAP_SWITCH_ID = 37 # ◆ MiniMap Display Properties ◆ # Here you may specify the X and Y coordinates as well as the width and height # of the MiniMap. # Format: X Coordinate Y Coordinate Width Height MAP_RECT = Rect.new( 364, 20, 160, 120) # ◆ Map Z Coordinate ◆ # Here you my specify the map's Z coordinate (depth). MAP_Z = 0 # ◆ MiniMap Block Grid Size ◆ # Here you may specify the grid size of the minimap. 3 or more is recommended. GRID_SIZE = 3 # ◆ MiniMap Foreground Color (Passable Space) ◆ # Format: Red, Green, Blue, Grey FOREGROUND_COLOR = Color.new( 224, 224, 255, 160) # ◆ MiniMap Background Color (Not Passable) ◆ # Format: Red, Green, Blue, Grey BACKGROUND_COLOR = Color.new( 0, 0, 160, 160) # ◆ Current Position Marker Color ◆ # Format: Red, Green, Blue, Grey POSITION_COLOR = Color.new( 255, 0, 0, 192) # ◆ Destination Event Marker Color ◆ # To start this effect, the event must have [MOVE] in its name. # Format: Red, Green, Blue, Grey MOVE_EVENT_COLOR = Color.new( 255, 160, 0, 192) # ◆ Custom Objects Colors ◆ # Here you may specify different colors for different types of object markers. # For example, you may have NPCs labeled [OBJ 1] in the event's name, while # monsters labeled at [OBJ 2] and so forth. # Please note that it's possible to add more, after OBJ 3. Just stick with # the format: Color.new(0, 0, 0, 192), # [OBJ 4] OBJECT_COLOR = [ # Format: Red, Green, Blue, Grey Color.new( 0, 160, 0, 192), # [OBJ 1] Color.new( 0, 160, 160, 192), # [OBJ 2] Color.new(160, 0, 160, 192), # [OBJ 3] # Insert additional objects here. ] # <- Do not remove! # ◆ Position Marker Blinking Strength ◆ # Here you may specify how frequently the positional market blinks. # A range of 5 to 8 is recommended. BLINK_LEVEL = 7 end end #=============================================================================# # ★ End Customization ★ # #=============================================================================# #=================================================# # IMPORT # #=================================================# $imported = {} if $imported == nil $imported["MiniMap"] = true if $data_mapinfos == nil $data_mapinfos = load_data("Data/MapInfos.rvdata") end #=================================================# #============================================================================== # □ KGC::MiniMap::Regexp #============================================================================== # * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * # # Name Box Tag Strings # # * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * # # Whatever word(s) are after the separator ( | ) in the following lines are # what are used to determine what is searched for in the name box of an event. module KGC::MiniMap module Regexp # ミニマップ非表示 NO_MINIMAP = /\[NOMAP\]/i # 移動イベント MOVE_EVENT = /\[MOVE\]/i # オブジェクト OBJECT = /\[OBJ(?:ECT)?\s*(\d)\]/i end module_function #-------------------------------------------------------------------------- # ○ ミニマップ全体をリフレッシュ #-------------------------------------------------------------------------- def refresh return unless $scene.is_a?(Scene_Map) $scene.refresh_minimap end #-------------------------------------------------------------------------- # ○ ミニマップのオブジェクトを更新 #-------------------------------------------------------------------------- def update_object return unless $scene.is_a?(Scene_Map) $scene.update_minimap_object end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # □ KGC::Commands #============================================================================== module KGC module Commands module_function #-------------------------------------------------------------------------- # ○ Show the MiniMap #-------------------------------------------------------------------------- def show_minimap $game_system.minimap_show = true end #-------------------------------------------------------------------------- # ○ Hide the MiniMap #-------------------------------------------------------------------------- def hide_minimap $game_system.minimap_show = false end end end #=================================================# # INCLUDE COMMANDS # #=================================================# # Include KGC::Commands in Game_Interpreter # #=================================================# class Game_Interpreter include KGC::Commands end #=================================================# #============================================================================== # ■ RPG::MapInfo #============================================================================== class RPG::MapInfo #-------------------------------------------------------------------------- # ● マップ名取得 #-------------------------------------------------------------------------- def name return @name.gsub(/\[.*\]/) { "" } end #-------------------------------------------------------------------------- # ○ オリジナルマップ名取得 #-------------------------------------------------------------------------- def original_name return @name end #-------------------------------------------------------------------------- # ○ ミニマップのキャッシュ生成 #-------------------------------------------------------------------------- def create_minimap_cache @__minimap_show = !(@name =~ KGC::MiniMap::Regexp::NO_MINIMAP) end #-------------------------------------------------------------------------- # ○ ミニマップ表示 #-------------------------------------------------------------------------- def minimap_show? create_minimap_cache if @__minimap_show == nil return @__minimap_show end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # ■ Game_System #============================================================================== class Game_System #-------------------------------------------------------------------------- # ○ ミニマップ表示フラグ取得 #-------------------------------------------------------------------------- def minimap_show return $game_switches[KGC::MiniMap::MINIMAP_SWITCH_ID] end #-------------------------------------------------------------------------- # ○ ミニマップ表示フラグ変更 #-------------------------------------------------------------------------- def minimap_show=(value) $game_switches[KGC::MiniMap::MINIMAP_SWITCH_ID] = value end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # ■ Game_Map #============================================================================== class Game_Map #-------------------------------------------------------------------------- # ○ ミニマップを表示するか #-------------------------------------------------------------------------- def minimap_show? return $data_mapinfos[map_id].minimap_show? end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # ■ Game_Event #============================================================================== class Game_Event < Game_Character #-------------------------------------------------------------------------- # ○ イベント名 #-------------------------------------------------------------------------- def name return @event.name end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # □ Game_MiniMap #------------------------------------------------------------------------------ # ミニマップを扱うクラスです。 #============================================================================== class Game_MiniMap #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize(tilemap) @map_rect = KGC::MiniMap::MAP_RECT @grid_size = [KGC::MiniMap::GRID_SIZE, 1].max @x = 0 @y = 0 @size = [@map_rect.width / @grid_size, @map_rect.height / @grid_size] @tilemap = tilemap create_sprites refresh end #-------------------------------------------------------------------------- # ○ スプライト作成 #-------------------------------------------------------------------------- def create_sprites # マップ用スプライト作成 @map_sprite = Sprite.new @map_sprite.x = @map_rect.x @map_sprite.y = @map_rect.y @map_sprite.z = KGC::MiniMap::MAP_Z bitmap_width = $game_map.width * @grid_size + @map_rect.width bitmap_height = $game_map.height * @grid_size + @map_rect.height @map_sprite.bitmap = Bitmap.new(bitmap_width, bitmap_height) @map_sprite.src_rect = @map_rect # オブジェクト用スプライト作成 @object_sprite = Sprite_MiniMapIcon.new @object_sprite.x = @map_rect.x @object_sprite.y = @map_rect.y @object_sprite.z = KGC::MiniMap::MAP_Z + 1 @object_sprite.bitmap = Bitmap.new(bitmap_width, bitmap_height) @object_sprite.src_rect = @map_rect # 現在位置スプライト作成 @position_sprite = Sprite_MiniMapIcon.new @position_sprite.x = @map_rect.x + @size[0] / 2 * @grid_size @position_sprite.y = @map_rect.y + @size[1] / 2 * @grid_size @position_sprite.z = KGC::MiniMap::MAP_Z + 2 bitmap = Bitmap.new(@grid_size, @grid_size) bitmap.fill_rect(bitmap.rect, KGC::MiniMap::POSITION_COLOR) @position_sprite.bitmap = bitmap end #-------------------------------------------------------------------------- # ● 解放 #-------------------------------------------------------------------------- def dispose @map_sprite.bitmap.dispose @map_sprite.dispose @object_sprite.bitmap.dispose @object_sprite.dispose @position_sprite.bitmap.dispose @position_sprite.dispose end #-------------------------------------------------------------------------- # ○ 可視状態取得 #-------------------------------------------------------------------------- def visible return @map_sprite.visible end #-------------------------------------------------------------------------- # ○ 可視状態設定 #-------------------------------------------------------------------------- def visible=(value) @map_sprite.visible = value @object_sprite.visible = value @position_sprite.visible = value end #-------------------------------------------------------------------------- # ○ リフレッシュ #-------------------------------------------------------------------------- def refresh draw_map update_object_list draw_object update_position end #-------------------------------------------------------------------------- # ○ マップ描画 #-------------------------------------------------------------------------- def draw_map bitmap = @map_sprite.bitmap bitmap.fill_rect(bitmap.rect, KGC::MiniMap::BACKGROUND_COLOR) rect = Rect.new(0, 0, @grid_size, @grid_size) move_events = $game_map.events.values.find_all { |e| e.name =~ KGC::MiniMap::Regexp::MOVE_EVENT } $game_map.width.times { |i| # X座標 $game_map.height.times { |j| # Y座標 next unless $game_map.passable?(i, j) rect.x = @map_rect.width / 2 + @grid_size * i rect.y = @map_rect.height / 2 + @grid_size * j color = KGC::MiniMap::FOREGROUND_COLOR move_events.each { |e| if e.x == i && e.y == j color = KGC::MiniMap::MOVE_EVENT_COLOR break end } bitmap.fill_rect(rect, color) } } end #-------------------------------------------------------------------------- # ○ オブジェクト一覧更新 #-------------------------------------------------------------------------- def update_object_list @object_list = [] $game_map.events.values.each { |e| if e.name =~ KGC::MiniMap::Regexp::OBJECT type = $1.to_i if @object_list[type] == nil @object_list[type] = [] end @object_list[type] << e end } end #-------------------------------------------------------------------------- # ○ オブジェクト描画 #-------------------------------------------------------------------------- def draw_object # 下準備 bitmap = @object_sprite.bitmap bitmap.clear rect = Rect.new(0, 0, @grid_size, @grid_size) mw = @map_rect.width / 2 mh = @map_rect.height / 2 # オブジェクト描画 @object_list.each_with_index { |list, i| color = KGC::MiniMap::OBJECT_COLOR[i - 1] next if list.nil? || color.nil? list.each { |obj| # グラフィックがある場合のみ表示 if obj.character_name != "" || obj.tile_id > 0 rect.x = mw + obj.real_x * @grid_size / 256 rect.y = mh + obj.real_y * @grid_size / 256 bitmap.fill_rect(rect, color) end } } end #-------------------------------------------------------------------------- # ○ 更新 #-------------------------------------------------------------------------- def update draw_object update_position if @map_sprite.visible @map_sprite.update @object_sprite.update @position_sprite.update end end #-------------------------------------------------------------------------- # ○ 位置更新 #-------------------------------------------------------------------------- def update_position sx = $game_player.real_x * @grid_size / 256 sy = $game_player.real_y * @grid_size / 256 @map_sprite.src_rect.x = sx @map_sprite.src_rect.y = sy @object_sprite.src_rect.x = sx @object_sprite.src_rect.y = sy end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # □ Sprite_MiniMapIcon #------------------------------------------------------------------------------ # ミニマップ用アイコンのクラスです。 #============================================================================== class Sprite_MiniMapIcon < Sprite DURATION_MAX = 60 #-------------------------------------------------------------------------- # ● オブジェクト初期化 # viewport : ビューポート #-------------------------------------------------------------------------- def initialize(viewport = nil) super(viewport) @duration = DURATION_MAX / 2 end #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- def update super @duration += 1 if @duration == DURATION_MAX @duration = 0 end update_effect end #-------------------------------------------------------------------------- # ○ エフェクトの更新 #-------------------------------------------------------------------------- def update_effect self.color.set(255, 255, 255, (@duration - DURATION_MAX / 2).abs * KGC::MiniMap::BLINK_LEVEL) end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # ■ Spriteset_Map #============================================================================== class Spriteset_Map attr_reader :minimap #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- alias initialize_KGC_MiniMap initialize def initialize initialize_KGC_MiniMap create_minimap end #-------------------------------------------------------------------------- # ○ ミニマップ作成 #-------------------------------------------------------------------------- def create_minimap return unless $game_map.minimap_show? @minimap = Game_MiniMap.new(@tilemap) @minimap.visible = $game_system.minimap_show end #-------------------------------------------------------------------------- # ● 解放 #-------------------------------------------------------------------------- alias dispose_KGC_MiniMap dispose def dispose dispose_KGC_MiniMap dispose_minimap end #-------------------------------------------------------------------------- # ○ ミニマップ解放 #-------------------------------------------------------------------------- def dispose_minimap @minimap.dispose if @minimap != nil end #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- alias update_KGC_MiniMap update def update update_KGC_MiniMap update_minimap end #-------------------------------------------------------------------------- # ○ ミニマップ更新 #-------------------------------------------------------------------------- def update_minimap return if @minimap == nil if $game_system.minimap_show @minimap.visible = true @minimap.update else @minimap.visible = false end end #-------------------------------------------------------------------------- # ○ ミニマップ全体をリフレッシュ #-------------------------------------------------------------------------- def refresh_minimap @minimap.refresh end #-------------------------------------------------------------------------- # ○ ミニマップのオブジェクトを更新 #-------------------------------------------------------------------------- def update_minimap_object @minimap.update_object_list end end #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★ #============================================================================== # ■ Scene_Map #============================================================================== class Scene_Map #-------------------------------------------------------------------------- # ○ ミニマップ全体をリフレッシュ #-------------------------------------------------------------------------- def refresh_minimap @spriteset.refresh_minimap end #-------------------------------------------------------------------------- # ○ ミニマップのオブジェクトを更新 #-------------------------------------------------------------------------- def update_minimap_object @spriteset.update_minimap_object end end
Если и это не прокатит, то значит - конфликт. Придеца чего то лишится.
Если он ругается в начале скрипта...
И что именно он пишет когда в окне ошибки?
Всё равно не раблтает то вообще нечего не происходит а если перенести в другую категорию выдают ошибку 163 строке Game_event <- Game Character
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- SaretOdin-Sol
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- Не в сети
- Давно я тут
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- Жизнь - не игра...Хотя кого это колышет?
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- SaretOdin-Sol
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Вот чистая демка для миникарты, созданная за полминуты.
Надеюсь поможет.
Хоть как-нибудь...
И кстати, просматривая скрипт мииникарты который ты выложил, заметил очень интересную строку:
Т.е. скрипт будет работать, если в наличии будет другой скрипт.Enemy amount 'MiniMap add-on': This HUD will show the amount of enemies that are still on the map. Though it'll only work when Woratana's MiniMap script is used. The style of the HUD is the same as the one for the minimap, it uses the same configuration. To let it work, place the add-on script below the original MiniMap script.
А если еще точнее, то что ты выложил - это аддон к скрипту миникарты, а не скрипт самой миникарты.
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блин как их там скачать или где их можно найти?
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- SaretOdin-Sol
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- Не в сети
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- Жизнь - не игра...Хотя кого это колышет?
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Незнай, можно на ниппунских сайтах порыться... Вот только те я этого не советую, если и с буржуйным языком не в ладах.
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- Desperate Egoist
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- Оценить?
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Видели видели, тестили тестили, сделанно хорошо но без знания яп. ты нечего в этими скриптами не сделаешь...Scorpio пишет: vxresource.wordpress.com/2010/03/01/vxsj...-game-systems-v0-32/
блин как их там скачать или где их можно найти?
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- SaretOdin-Sol
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- Жизнь - не игра...Хотя кого это колышет?
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- Agckuu_Coceg
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- Простой Гинтокист с огромной внутренней ленью.
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Есть ещё рогаликовая система , ABS , ещё ABS , до фига ABS ... Если чаго-то не будет - всегда можно найти.
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а не пошло
а есть что-то среднее между Amethyst ABS и ORBS v.1.06 ?
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Настроить внешность, пол и скилы персонажа даёт Visual Equipment. Если хочешь-- скину.
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