Arkalion Seigneur de la lumière
Nombre de messages : 260 Age : 32 Localisation : Canada/Québec/...chez moi Date d'inscription : 26/04/2006
| Sujet: Raccourci vers les items Sam 3 Juin - 9:54 | |
| Raccourci vers objets Auteur: Evil-Ro Info: Une petite fenêtre s'affichera sur le bord de votre écran, affichant les objets posséder dans votre inventaire. En appuyant sur 1, 2, ou 3, un des objet seras utiliser automatiquement depuis la carte, parfait pour un jeu a la Zelda. Screen:
Dernière édition par le Dim 11 Juin - 9:44, édité 2 fois | |
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Arkalion Seigneur de la lumière
Nombre de messages : 260 Age : 32 Localisation : Canada/Québec/...chez moi Date d'inscription : 26/04/2006
| Sujet: Re: Raccourci vers les items Sam 3 Juin - 9:55 | |
| Scripte: Remplacez "Scene_Map" par ce script : - Citation :
- #==============================================================================
# ■ Scene_Map #------------------------------------------------------------------------------
class Scene_Map # ------------------------------------ def main @spriteset = Spriteset_Map.new @message_window = Window_Message.new @pots = Window_Itemshow.new Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @spriteset.dispose @message_window.dispose @pots.dispose if $scene.is_a?(Scene_Title) Graphics.transition Graphics.freeze end end # ------------------------------------ def update loop do $game_map.update $game_system.map_interpreter.update $game_player.update $game_system.update $game_screen.update unless $game_temp.player_transferring break end transfer_player if $game_temp.transition_processing break end end @spriteset.update @message_window.update @pots.update if $game_temp.gameover $scene = Scene_Gameover.new return end if $game_temp.to_title $scene = Scene_Title.new return end if $game_temp.transition_processing $game_temp.transition_processing = false if $game_temp.transition_name == "" Graphics.transition(20) else Graphics.transition(40, "Graphics/Transitions/" + $game_temp.transition_name) end end if $game_temp.message_window_showing return end if $game_player.encounter_count == 0 and $game_map.encounter_list != [] unless $game_system.map_interpreter.running? or $game_system.encounter_disabled $game_temp.battle_calling = true $game_temp.battle_can_escape = true $game_temp.battle_can_lose = false $game_temp.battle_proc = nil n = rand($game_map.encounter_list.size) $game_temp.battle_troop_id = $game_map.encounter_list[n] end end if Input.trigger?(Input::B) unless $game_system.map_interpreter.running? or $game_system.menu_disabled $game_temp.menu_calling = true $game_temp.menu_beep = true end end if $DEBUG and Input.press?(Input::F9) $game_temp.debug_calling = true end unless $game_player.moving? if $game_temp.battle_calling call_battle elsif $game_temp.shop_calling call_shop elsif $game_temp.name_calling call_name elsif $game_temp.menu_calling call_menu elsif $game_temp.save_calling call_save elsif $game_temp.debug_calling call_debug end end end # ------------------------------------ def call_battle $game_temp.battle_calling = false $game_temp.menu_calling = false $game_temp.menu_beep = false $game_player.make_encounter_count $game_temp.map_bgm = $game_system.playing_bgm $game_system.bgm_stop $game_system.se_play($data_system.battle_start_se) $game_system.bgm_play($game_system.battle_bgm) $game_player.straighten $scene = Scene_Battle.new end # ------------------------------------ def call_shop $game_temp.shop_calling = false $game_player.straighten $scene = Scene_Shop.new end # ------------------------------------ def call_name $game_temp.name_calling = false $game_player.straighten $scene = Scene_Name.new end # ------------------------------------ def call_menu $game_temp.menu_calling = false if $game_temp.menu_beep $game_system.se_play($data_system.decision_se) $game_temp.menu_beep = false end $game_player.straighten $scene = Scene_Menu.new end # ------------------------------------ def call_save $game_player.straighten $scene = Scene_Save.new end # ------------------------------------ def call_debug $game_temp.debug_calling = false $game_system.se_play($data_system.decision_se) $game_player.straighten $scene = Scene_Debug.new end # ------------------------------------ def transfer_player $game_temp.player_transferring = false if $game_map.map_id != $game_temp.player_new_map_id $game_map.setup($game_temp.player_new_map_id) end $game_player.moveto($game_temp.player_new_x, $game_temp.player_new_y) case $game_temp.player_new_direction when 2 $game_player.turn_down when 4 $game_player.turn_left when 6 $game_player.turn_right when 8 $game_player.turn_up end $game_player.straighten $game_map.update @spriteset.dispose @spriteset = Spriteset_Map.new if $game_temp.transition_processing $game_temp.transition_processing = false Graphics.transition(20) end $game_map.autoplay Graphics.frame_reset Input.update end end | |
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Arkalion Seigneur de la lumière
Nombre de messages : 260 Age : 32 Localisation : Canada/Québec/...chez moi Date d'inscription : 26/04/2006
| Sujet: Re: Raccourci vers les items Sam 3 Juin - 9:57 | |
| Ensuite, collez celui ci au dessus de Main (en le nommant Raccourci (ou comme vous voulez)): - Citation :
class Game_Party attr_reader :items end
#------------------------------------------------------------------------------ # Window_Itemshow # By: Evil_RO # Fixed and Edited By: Ace of Spades #------------------------------------------------------------------------------
class Window_Itemshow < Window_Base
$Item_1 = 001 $Item_2 = 004 $Item_3 = 007 Actor = 0 #-------------------------------------------------------------------------- # - Inicio de Objetos... #-------------------------------------------------------------------------- def initialize super(0, 360, 120, 120) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.size = 12
update end #-------------------------------------------------------------------------- # - Actualizacion #-------------------------------------------------------------------------- def update
self.contents.clear x = 0 y = 2
if $game_party.items.include?($Item_1)
draw_item_name($data_items[$data_items[$Item_1].id], x, y)
self.contents.draw_text(x, y+10, 30, 20, $game_party.item_number($Item_1).to_s)
end if $game_party.items.include?($Item_2)
draw_item_name($data_items[$data_items[$Item_2].id], x, y+25)
self.contents.draw_text(x, y+35, 30, 20, $game_party.item_number($Item_2).to_s)
end if $game_party.items.include?($Item_3)
draw_item_name($data_items[$data_items[$Item_3].id], x, y+50)
self.contents.draw_text(x, y+60, 30, 20, $game_party.item_number($Item_3).to_s) end
if Input.get_numbers == "1" && @hit1 != true if $game_party.item_can_use?($data_items[$Item_1].id) $game_party.actors[Actor].item_effect($data_items[$Item_1]) $game_system.se_play($data_items[$Item_1].menu_se) if $data_items[$Item_1].common_event_id > 0 $game_temp.common_event_id = $data_items[$Item_1].common_event_id end if $data_items[$Item_1].consumable $game_party.lose_item($data_items[$Item_1].id, 1) end else $game_system.se_play($data_system.buzzer_se) end @hit1 = true elsif Input.get_numbers != "1" @hit1 = false end
if Input.get_numbers == "2" && @hit2 != true if $game_party.item_can_use?($data_items[$Item_2].id) $game_party.actors[Actor].item_effect($data_items[$Item_2]) $game_system.se_play($data_items[$Item_2].menu_se) if $data_items[$Item_2].common_event_id > 0 $game_temp.common_event_id = $data_items[$Item_2].common_event_id end if $data_items[$Item_2].consumable $game_party.lose_item($data_items[$Item_2].id, 1) end else $game_system.se_play($data_system.buzzer_se) end @hit2 = true elsif Input.get_numbers != "2" @hit2 = false end
if Input.get_numbers == "3" && @hit3 != true if $game_party.item_can_use?($data_items[$Item_3].id) $game_party.actors[Actor].item_effect($data_items[$Item_3]) $game_system.se_play($data_items[$Item_3].menu_se) if $data_items[$Item_3].common_event_id > 0 $game_temp.common_event_id = $data_items[$Item_3].common_event_id end if $data_items[$Item_3].consumable $game_party.lose_item($data_items[$Item_3].id, 1) end else $game_system.se_play($data_system.buzzer_se) end @hit3 = true elsif Input.get_numbers != "3" @hit3 = false end
end end
#Fixes Made By Ace of Spades: ########################################################### #Added: To change items, simply use call script: $Item_1 = New Item ID # #Added: Buzzer sound effect when no more items. # #Added: Now works with items that call common events. # #Fixed: The hot key can't be held to use items. # #Fixed: Nonconsumable items aren't lost when used. # #Fixed: Now plays the item's specific sound effect when used instead of confirm sound effect. # ######################################################### | |
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Arkalion Seigneur de la lumière
Nombre de messages : 260 Age : 32 Localisation : Canada/Québec/...chez moi Date d'inscription : 26/04/2006
| Sujet: Re: Raccourci vers les items Sam 3 Juin - 9:58 | |
| Puis un 3eme, a mettre en dessous de "Scene_Debug" : - Citation :
- #=============================================
# ** Keyboard Input Module #============================================ # Near Fantastica # Version 5 # 29.11.05 #============================================ # The Keyboard Input Module is designed to function as the default Input module # dose. It is better then other methods keyboard input because as a key is # tested it is not removed form the list. so you can test the same key multiple # times the same loop. #============================================
#------------------------------------------------------------------------------ # * SDK Log Script #------------------------------------------------------------------------------ SDK.log("Keyboard Input", "Near Fantastica", 5, "29.11.05")
#------------------------------------------------------------------------------ # * Begin SDK Enable Test #------------------------------------------------------------------------------ if SDK.state("Keyboard Input") == true
module Keyboard #-------------------------------------------------------------------------- @keys = [] @pressed = [] Mouse_Left = 1 Mouse_Right = 2 Back= 8 Tab = 9 Enter = 13 Shift = 16 Ctrl = 17 Alt = 18 Esc = 27 Space = 32 Numberkeys = {} Numberkeys[0] = 48 Numberkeys[1] = 49 Numberkeys[2] = 50 Numberkeys[3] = 51 Numberkeys[4] = 52 Numberkeys[5] = 53 Numberkeys[6] = 54 Numberkeys[7] = 55 Numberkeys[8] = 56 Numberkeys[9] = 57 Numberpad = {} Numberpad[0] = 45 Numberpad[1] = 35 Numberpad[2] = 40 Numberpad[3] = 34 Numberpad[4] = 37 Numberpad[5] = 12 Numberpad[6] = 39 Numberpad[7] = 36 Numberpad[8] = 38 Numberpad[9] = 33 Letters = {} Letters["A"] = 65 Letters["B"] = 66 Letters["C"] = 67 Letters["D"] = 68 Letters["E"] = 69 Letters["F"] = 70 Letters["G"] = 71 Letters["H"] = 72 Letters["I"] = 73 Letters["J"] = 74 Letters["K"] = 75 Letters["L"] = 76 Letters["M"] = 77 Letters["N"] = 78 Letters["O"] = 79 Letters["P"] = 80 Letters["Q"] = 81 Letters["R"] = 82 Letters["S"] = 83 Letters["T"] = 84 Letters["U"] = 85 Letters["V"] = 86 Letters["W"] = 87 Letters["X"] = 88 Letters["Y"] = 89 Letters["Z"] = 90 Fkeys = {} Fkeys[1] = 112 Fkeys[2] = 113 Fkeys[3] = 114 Fkeys[4] = 115 Fkeys[5] = 116 Fkeys[6] = 117 Fkeys[7] = 118 Fkeys[8] = 119 Fkeys[9] = 120 Fkeys[10] = 121 Fkeys[11] = 122 Fkeys[12] = 123 Collon = 186 Equal = 187 Comma = 188 Underscore = 189 Dot = 190 Backslash = 191 Lb = 219 Rb = 221 Quote = 222 State = Win32API.new("user32","GetKeyState",['i'],'i') Key = Win32API.new("user32","GetAsyncKeyState",['i'],'i') #-------------------------------------------------------------------------- def Keyboard.getstate(key) return true unless State.call(key).between?(0, 1) return false end #-------------------------------------------------------------------------- def Keyboard.testkey(key) Key.call(key) & 0x01 == 1 end #-------------------------------------------------------------------------- def Keyboard.update @keys = [] @keys.push(Keyboard::Mouse_Left) if Keyboard.testkey(Keyboard::Mouse_Left) @keys.push(Keyboard::Mouse_Right) if Keyboard.testkey(Keyboard::Mouse_Right) @keys.push(Keyboard::Back) if Keyboard.testkey(Keyboard::Back) @keys.push(Keyboard::Tab) if Keyboard.testkey(Keyboard::Tab) @keys.push(Keyboard::Enter) if Keyboard.testkey(Keyboard::Enter) @keys.push(Keyboard::Shift) if Keyboard.testkey(Keyboard::Shift) @keys.push(Keyboard::Ctrl) if Keyboard.testkey(Keyboard::Ctrl) @keys.push(Keyboard::Alt) if Keyboard.testkey(Keyboard::Alt) @keys.push(Keyboard::Esc) if Keyboard.testkey(Keyboard::Esc) @keys.push(Keyboard::Space) if Keyboard.testkey(Keyboard::Space) for key in Keyboard::Numberkeys.values @keys.push(key) if Keyboard.testkey(key) end for key in Keyboard::Numberpad.values @keys.push(key) if Keyboard.testkey(key) end for key in Keyboard::Letters.values @keys.push(key) if Keyboard.testkey(key) end for key in Keyboard::Fkeys.values @keys.push(key) if Keyboard.testkey(key) end @keys.push(Keyboard::Collon) if Keyboard.testkey(Keyboard::Collon) @keys.push(Keyboard::Equal) if Keyboard.testkey(Keyboard::Equal) @keys.push(Keyboard::Comma) if Keyboard.testkey(Keyboard::Comma) @keys.push(Keyboard::Underscore) if Keyboard.testkey(Keyboard::Underscore) @keys.push(Keyboard::Dot) if Keyboard.testkey(Keyboard::Dot) @keys.push(Keyboard::Backslash) if Keyboard.testkey(Keyboard::Backslash) @keys.push(Keyboard::Lb) if Keyboard.testkey(Keyboard::Lb) @keys.push(Keyboard::Rb) if Keyboard.testkey(Keyboard::Rb) @keys.push(Keyboard::Quote) if Keyboard.testkey(Keyboard::Quote) @pressed = [] @pressed.push(Keyboard::Mouse_Left) if Keyboard.getstate(Keyboard::Mouse_Left) @pressed.push(Keyboard::Mouse_Right) if Keyboard.getstate(Keyboard::Mouse_Right) @pressed.push(Keyboard::Back) if Keyboard.getstate(Keyboard::Back) @pressed.push(Keyboard::Tab) if Keyboard.getstate(Keyboard::Tab) @pressed.push(Keyboard::Enter) if Keyboard.getstate(Keyboard::Enter) @pressed.push(Keyboard::Shift) if Keyboard.getstate(Keyboard::Shift) @pressed.push(Keyboard::Ctrl) if Keyboard.getstate(Keyboard::Ctrl) @pressed.push(Keyboard::Alt) if Keyboard.getstate(Keyboard::Alt) @pressed.push(Keyboard::Esc) if Keyboard.getstate(Keyboard::Esc) @pressed.push(Keyboard::Space) if Keyboard.getstate(Keyboard::Space) for key in Keyboard::Numberkeys.values @pressed.push(key) if Keyboard.getstate(key) end for key in Keyboard::Numberpad.values @pressed.push(key) if Keyboard.getstate(key) end for key in Keyboard::Letters.values @pressed.push(key) if Keyboard.getstate(key) end for key in Keyboard::Fkeys.values @pressed.push(key) if Keyboard.getstate(key) end @pressed.push(Keyboard::Collon) if Keyboard.getstate(Keyboard::Collon) @pressed.push(Keyboard::Equal) if Keyboard.getstate(Keyboard::Equal) @pressed.push(Keyboard::Comma) if Keyboard.getstate(Keyboard::Comma) @pressed.push(Keyboard::Underscore) if Keyboard.getstate(Keyboard::Underscore) @pressed.push(Keyboard::Dot) if Keyboard.getstate(Keyboard::Dot) @pressed.push(Keyboard::Backslash) if Keyboard.getstate(Keyboard::Backslash) @pressed.push(Keyboard::Lb) if Keyboard.getstate(Keyboard::Lb) @pressed.push(Keyboard::Rb) if Keyboard.getstate(Keyboard::Rb) @pressed.push(Keyboard::Quote) if Keyboard.getstate(Keyboard::Quote) end #-------------------------------------------------------------------------- def Keyboard.trigger?(key) return true if @keys.include?(key) return false end #-------------------------------------------------------------------------- def Keyboard.pressed?(key) return true if @pressed.include?(key) return false end end
#------------------------------------------------------------------------------ # * End SDK Enable Test #------------------------------------------------------------------------------ end | |
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