Per 2016, RMID pindah ke RMID Discord (Invite link dihapus untuk mencegah spambot -Theo @ 2019). Posting sudah tidak bisa dilakukan lagi.
Mohon maaf atas ketidaknyamanannya dan mohon kerjasamanya.
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| [ASK]Error Script Item Encyclopedia | |
| 2012-08-08, 00:30 | [ASK]Error Script Item Encyclopedia |
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aidilriski Senior
Posts : 643 Thanked : 2 Engine : Multi-Engine User Type : Mapper
| all, sya baru dapet script ensiklopedia untuk item buatan White Demon, yg di translate sama Elemental Crisis. Nah, masalahnya itu bermula saat saya mau keluar dari Scene nya ensiklopedia, pas saya tekan X (B), malah keluar dari game. Dimanakah kesalahan dri script itu? Btw, ini skripnya. - Code:
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#============================================================================== # ■ RGSS3 Item Encyclopedia Ver 1.00 Encyclopedia Script #------------------------------------------------------------------------------ # Author: # White Demon / White Mage http://izumiwhite.web.fc2.com/ # # Translated By: # Elemental Crisis http://RPGMakerVXAce.com # # Terms of Use: # Only available to registered users of RPG Maker VX Ace. # There is no need to report on usage or to display copyright attribution. # Feel free to modify. # Author not responsible for any problems caused by using this script. #==============================================================================
#============================================================================== # ■ WD_itemdictionary #------------------------------------------------------------------------------ # Common methods for encyclopedia items. #==============================================================================
module WD_itemdictionary def i_dictionary_switch_on(id) $game_system.i_dic_sw = [] if $game_system.i_dic_sw == nil $game_system.i_dic_sw[id] = false if $game_system.i_dic_sw[id] == nil $game_system.i_dic_sw[id] = true end def i_dictionary_switch_off(id) $game_system.i_dic_sw = [] if $game_system.i_dic_sw == nil $game_system.i_dic_sw[id] = false if $game_system.i_dic_sw[id] == nil $game_system.i_dic_sw[id] = false end def i_dictionary_switch_on?(id) $game_system.i_dic_sw = [] if $game_system.i_dic_sw == nil $game_system.i_dic_sw[id] = false if $game_system.i_dic_sw[id] == nil return $game_system.i_dic_sw[id] end def w_dictionary_switch_on(id) $game_system.w_dic_sw = [] if $game_system.w_dic_sw == nil $game_system.w_dic_sw[id] = false if $game_system.w_dic_sw[id] == nil $game_system.w_dic_sw[id] = true end def w_dictionary_switch_off(id) $game_system.w_dic_sw = [] if $game_system.w_dic_sw == nil $game_system.w_dic_sw[id] = false if $game_system.w_dic_sw[id] == nil $game_system.w_dic_sw[id] = false end def w_dictionary_switch_on?(id) $game_system.w_dic_sw = [] if $game_system.w_dic_sw == nil $game_system.w_dic_sw[id] = false if $game_system.w_dic_sw[id] == nil return $game_system.w_dic_sw[id] end def a_dictionary_switch_on(id) $game_system.a_dic_sw = [] if $game_system.a_dic_sw == nil $game_system.a_dic_sw[id] = false if $game_system.a_dic_sw[id] == nil $game_system.a_dic_sw[id] = true end def a_dictionary_switch_off(id) $game_system.a_dic_sw = [] if $game_system.a_dic_sw == nil $game_system.a_dic_sw[id] = false if $game_system.a_dic_sw[id] == nil $game_system.a_dic_sw[id] = false end def a_dictionary_switch_on?(id) $game_system.a_dic_sw = [] if $game_system.a_dic_sw == nil $game_system.a_dic_sw[id] = false if $game_system.a_dic_sw[id] == nil return $game_system.a_dic_sw[id] end def t_dictionary_switch_on(item) if item.is_a?(RPG::Item) i_dictionary_switch_on(item.id) end if item.is_a?(RPG::Weapon) w_dictionary_switch_on(item.id) end if item.is_a?(RPG::Armor) a_dictionary_switch_on(item.id) end end def t_dictionary_switch_on?(item) if item.is_a?(RPG::Item) return i_dictionary_switch_on?(item.id) end if item.is_a?(RPG::Weapon) return w_dictionary_switch_on?(item.id) end if item.is_a?(RPG::Armor) return a_dictionary_switch_on?(item.id) end end def print_dictionary?(item) if item != nil if item.name.size > 0 hantei = /<Exclude>/ =~ item.note if hantei == nil return true end end end return false end def item_dictionary_perfection dic_max = 0 dic_num = 0 $data_items.each do |item| if print_dictionary?(item) dic_max += 1 if i_dictionary_switch_on?(item.id) == true dic_num += 1 end end end $data_weapons.each do |item| if print_dictionary?(item) dic_max += 1 if w_dictionary_switch_on?(item.id) == true dic_num += 1 end end end $data_armors.each do |item| if print_dictionary?(item) dic_max += 1 if a_dictionary_switch_on?(item.id) == true dic_num += 1 end end end return (100*dic_num)/dic_max end end
class Game_Interpreter include WD_itemdictionary end
class Game_System #-------------------------------------------------------------------------- # ● Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :i_dic_sw attr_accessor :w_dic_sw attr_accessor :a_dic_sw #-------------------------------------------------------------------------- # ● Object Initialization #-------------------------------------------------------------------------- alias wd_orig_initialize001 initialize def initialize wd_orig_initialize001 @i_dic_sw = [] @w_dic_sw = [] @a_dic_sw = [] end end
class Game_Party < Game_Unit include WD_itemdictionary #-------------------------------------------------------------------------- # ● Items Increased (Decreased) # include_equip : Includes Equipment #-------------------------------------------------------------------------- alias wd_orig_gain_item001 gain_item def gain_item(item, amount, include_equip = false) wd_orig_gain_item001(item, amount, include_equip = false) if amount > 0 t_dictionary_switch_on(item) end end end
#============================================================================== # ■ Scene_ItemDictionary #------------------------------------------------------------------------------ # Class for processing items. #==============================================================================
class Scene_ItemDictionary < Scene_ItemBase #-------------------------------------------------------------------------- # ● Start #-------------------------------------------------------------------------- def start super create_help_window create_category_window create_status_window create_item_window create_perfection_window end #-------------------------------------------------------------------------- # ● Create Category Window #-------------------------------------------------------------------------- def create_category_window @category_window = Window_ItemCategory.new @category_window.viewport = @viewport @category_window.help_window = @help_window @category_window.y = @help_window.height @category_window.set_handler(:ok, method(:on_category_ok)) @category_window.set_handler(:cancel, method(:return_scene)) end #-------------------------------------------------------------------------- # ● Create Item Window #-------------------------------------------------------------------------- def create_item_window wy = @category_window.y + @category_window.height wh = Graphics.height - wy - 48 @item_window = Window_ItemDictionaryList.new(Graphics.width-172-48, wy, 172+48, wh) @item_window.viewport = @viewport @item_window.help_window = @help_window @item_window.status_window = @status_window @item_window.set_handler(:cancel, method(:on_item_cancel)) @category_window.item_window = @item_window end #-------------------------------------------------------------------------- # ● Create Status Window #-------------------------------------------------------------------------- def create_status_window wy = @category_window.y + @category_window.height wh = Graphics.height - wy @status_window = Window_ItemDictionaryStatus.new(0, wy, Graphics.width-172-48, wh) @status_window.viewport = @viewport @status_window.set_item(nil) end #-------------------------------------------------------------------------- # ● Create Completion Percent Window #-------------------------------------------------------------------------- def create_perfection_window wy = @item_window.y + @item_window.height wh = 48 @perfection_window = Window_ItemDictionaryPerfection.new(Graphics.width-172-48, wy, 172+48, wh) @perfection_window.viewport = @viewport end #-------------------------------------------------------------------------- # ● Category [Decision] #-------------------------------------------------------------------------- def on_category_ok @item_window.activate @item_window.select_last end #-------------------------------------------------------------------------- # ● Item [Cancellation] #-------------------------------------------------------------------------- def on_item_cancel @item_window.unselect @category_window.activate @status_window.set_item(nil) end end
#============================================================================== # ■ Window_ItemDictionaryList #------------------------------------------------------------------------------ # Class for displaying all items in the encyclopedia. #==============================================================================
class Window_ItemDictionaryList < Window_Selectable include WD_itemdictionary #-------------------------------------------------------------------------- # ● Object Initialization #-------------------------------------------------------------------------- def initialize(x, y, width, height) super @category = :none @data = [] end #-------------------------------------------------------------------------- # ● Set Category #-------------------------------------------------------------------------- def category=(category) return if @category == category @category = category refresh self.oy = 0 end #-------------------------------------------------------------------------- # ● GetNumber Of Digits #-------------------------------------------------------------------------- def col_max return 1 end #-------------------------------------------------------------------------- # ● Get Number Of Items #-------------------------------------------------------------------------- def item_max @data ? @data.size : 1 end #-------------------------------------------------------------------------- # ● Get Item #-------------------------------------------------------------------------- def item @data && index >= 0 ? @data[index] : nil end #-------------------------------------------------------------------------- # ● Get Enabled State Of Current Selection #-------------------------------------------------------------------------- def current_item_enabled? enable?(@data[index]) end #-------------------------------------------------------------------------- # ● Include Items/Weapons/Armor #-------------------------------------------------------------------------- def include?(item) case @category when :item item.is_a?(RPG::Item) && !item.key_item? when :key_item item.is_a?(RPG::Item) && item.key_item? else false end end #-------------------------------------------------------------------------- # ● Include Items From List #-------------------------------------------------------------------------- def make_item_list @data = [] $data_items.each do |item| if print_dictionary?(item) @data.push(item) if include?(item) end end @data.push(nil) if include?(nil) end #-------------------------------------------------------------------------- # ● Return To Last Selected Position #-------------------------------------------------------------------------- def select_last select(0) end #-------------------------------------------------------------------------- # ● Draw Item #-------------------------------------------------------------------------- def draw_item(index) item = @data[index] if item rect = item_rect(index) rect.width -= 4 if t_dictionary_switch_on?(item) change_color(normal_color, true) draw_item_name(item, rect.x, rect.y, true) else change_color(normal_color, false) draw_text(rect.x + 24, rect.y, 172, line_height, "???????") end end end #-------------------------------------------------------------------------- # ● Update Help Text #-------------------------------------------------------------------------- def update_help if t_dictionary_switch_on?(item) @help_window.set_item(item) @status_window.set_item(item, @index, true) else @help_window.set_text("???????") @status_window.set_item(item, @index, false) end end #-------------------------------------------------------------------------- # ● Refresh #-------------------------------------------------------------------------- def refresh make_item_list create_contents draw_all_items end #-------------------------------------------------------------------------- # ● Status Window Setting #-------------------------------------------------------------------------- def status_window=(status_window) @status_window = status_window end end
#============================================================================== # ■ Window_ItemDictionaryPerfection #------------------------------------------------------------------------------ # Class for displaying the current encyclopedia completion percent. #==============================================================================
class Window_ItemDictionaryPerfection < Window_Selectable include WD_itemdictionary #-------------------------------------------------------------------------- # ● Object Initialization #-------------------------------------------------------------------------- def initialize(x, y, width, height) super refresh(width) end #-------------------------------------------------------------------------- # ● Refresh #-------------------------------------------------------------------------- def refresh(width) contents.clear draw_text(0, 0, width-24, line_height, "Complete: #{item_dictionary_perfection} %", 1) end end
#============================================================================== # ■ Window_ItemDictionaryStatus #------------------------------------------------------------------------------ # Class for displaying the details of an item in the encyclopedia. #==============================================================================
class Window_ItemDictionaryStatus < Window_Selectable include WD_itemdictionary #-------------------------------------------------------------------------- # ● Object Initialization #-------------------------------------------------------------------------- def initialize(x, y, width, height) super @item = nil refresh end #-------------------------------------------------------------------------- # ● Item Settings #-------------------------------------------------------------------------- def set_item(item, index=-1, print=false) return if ((@item == item) and (@index == index)) @item = item @index = index @print = print refresh end #-------------------------------------------------------------------------- # ● Refresh #-------------------------------------------------------------------------- def refresh contents.clear contents.font.size = 24
if @print
if @item.is_a?(RPG::Item) if WD_itemdictionary_layout::I_id_display text1 = sprintf("%0#{WD_itemdictionary_layout::I_id_display_digit}d",@index+1) x = WD_itemdictionary_layout::I_id_display_x y = WD_itemdictionary_layout::I_id_display_y width = WD_itemdictionary_layout::I_id_display_width height = line_height draw_text(x, y, width, height, text1, 0) end if WD_itemdictionary_layout::I_name_display x = WD_itemdictionary_layout::I_name_display_x y = WD_itemdictionary_layout::I_name_display_y draw_item_name(@item, x, y, true) end font_size = WD_itemdictionary_layout::C_font_size contents.font.size = font_size if WD_itemdictionary_layout::I_price_display text1 = WD_itemdictionary_layout::I_price_display_text1 text2 = @item.price text3 = Vocab::currency_unit x = WD_itemdictionary_layout::I_price_display_x y = WD_itemdictionary_layout::I_price_display_y width = WD_itemdictionary_layout::I_price_display_width change_color(system_color) draw_text(x, y, width, font_size, text1, 0) cx = text_size(Vocab::currency_unit).width change_color(normal_color) draw_text(x, y, width - cx - 2, font_size, text2, 2) change_color(system_color) draw_text(x, y, width, font_size, text3, 2) change_color(normal_color) end if WD_itemdictionary_layout::I_occasion_display text1 = WD_itemdictionary_layout::I_occasion_display_text1 text2 = WD_itemdictionary_layout::I_occasion_display_text2 text3 = WD_itemdictionary_layout::I_occasion_display_text3 text4 = WD_itemdictionary_layout::I_occasion_display_text4 text5 = WD_itemdictionary_layout::I_occasion_display_text5 x = WD_itemdictionary_layout::I_occasion_display_x y = WD_itemdictionary_layout::I_occasion_display_y width = WD_itemdictionary_layout::I_occasion_display_width change_color(system_color) draw_text(x, y, width, font_size, text1, 0) change_color(normal_color) case @item.occasion when 0 draw_text(x, y, width, font_size, text2, 2) when 1 draw_text(x, y, width, font_size, text3, 2) when 2 draw_text(x, y, width, font_size, text4, 2) when 3 draw_text(x, y, width, font_size, text5, 2) end end if WD_itemdictionary_layout::I_consumable_display text1 = WD_itemdictionary_layout::I_consumable_display_text1 text2 = WD_itemdictionary_layout::I_consumable_display_text2 text3 = WD_itemdictionary_layout::I_consumable_display_text3 x = WD_itemdictionary_layout::I_consumable_display_x y = WD_itemdictionary_layout::I_consumable_display_y width = WD_itemdictionary_layout::I_consumable_display_width change_color(system_color) draw_text(x, y, width, font_size, text1, 0) change_color(normal_color) if @item.consumable draw_text(x, y, width, font_size, text2, 2) else draw_text(x, y, width, font_size, text3, 2) end end if WD_itemdictionary_layout::I_option_display text1 = WD_itemdictionary_layout::I_option_display_text1 text2 = WD_itemdictionary_layout::I_option_display_text2 x = WD_itemdictionary_layout::I_option_display_x y = WD_itemdictionary_layout::I_option_display_y width = WD_itemdictionary_layout::I_option_display_width change_color(system_color) draw_text(x, y, width, font_size, text1, 0) change_color(normal_color) i = 0 @item.note.scan(/<Note:(.*)>/){|matched| i += 1 self.contents.draw_text(x + font_size, y + font_size * i, width - font_size, font_size, matched[0], 0) } if i == 0 self.contents.draw_text(x + font_size, y + font_size, width - font_size, font_size, text2, 0) end end
elsif @item.is_a?(RPG::Weapon) if WD_itemdictionary_layout::W_id_display text1 = sprintf("%0#{WD_itemdictionary_layout::W_id_display_digit}d",@index+1) x = WD_itemdictionary_layout::W_id_display_x y = WD_itemdictionary_layout::W_id_display_y width = WD_itemdictionary_layout::W_id_display_width height = line_height draw_text(x, y, width, height, text1, 0) end if WD_itemdictionary_layout::W_name_display x = WD_itemdictionary_layout::W_name_display_x y = WD_itemdictionary_layout::W_name_display_y draw_item_name(@item, x, y, true) end font_size = WD_itemdictionary_layout::C_font_size contents.font.size = font_size if WD_itemdictionary_layout::W_type_display text1 = WD_itemdictionary_layout::W_type_display_text1 text2 = $data_system.weapon_types[@item.wtype_id] x = WD_itemdictionary_layout::W_type_display_x y = WD_itemdictionary_layout::W_type_display_y width = WD_itemdictionary_layout::W_type_display_width change_color(system_color) draw_text(x, y, width, font_size, text1, 0) change_color(normal_color) draw_text(x, y, width, font_size, text2, 2) end if WD_itemdictionary_layout::W_price_display text1 = WD_itemdictionary_layout::W_price_display_text1 text2 = @item.price text3 = Vocab::currency_unit x = WD_itemdictionary_layout::W_price_display_x y = WD_itemdictionary_layout::W_price_display_y width = WD_itemdictionary_layout::W_price_display_width change_color(system_color) draw_text(x, y, width, font_size, text1, 0) cx = text_size(Vocab::currency_unit).width change_color(normal_color) draw_text(x, y, width - cx - 2, font_size, text2, 2) change_color(system_color) draw_text(x, y, width, font_size, text3, 2) change_color(normal_color) end if WD_itemdictionary_layout::W_atk_display text1 = Vocab::param(2) text2 = @item.params[2] x = WD_itemdictionary_layout::W_atk_display_x y = WD_itemdictionary_layout::W_atk_display_y width = WD_itemdictionary_layout::W_atk_display_width change_color(system_color) draw_text(x, y, width, font_size, text1, 0) change_color(normal_color) draw_text(x, y, width, font_size, text2, 2) end if WD_itemdictionary_layout::W_def_display text1 = Vocab::param(3) text2 = @item.params[3] x = WD_itemdictionary_layout::W_def_display_x y = WD_itemdictionary_layout::W_def_display_y width = WD_itemdictionary_layout::W_def_display_width change_color(system_color) draw_text(x, y, width, font_size, text1, 0) change_color(normal_color) draw_text(x, y, width, font_size, text2, 2) end if WD_itemdictionary_layout::W_mat_display text1 = Vocab::param(4) text2 = @item.params[4] x = WD_itemdictionary_layout::W_mat_display_x y = WD_itemdictionary_layout::W_mat_display_y width = WD_itemdictionary_layout::W_mat_display_width change_color(system_color) draw_text(x, y, width, font_size, text1, 0) change_color(normal_color) draw_text(x, y, width, font_size, text2, 2) end if WD_itemdictionary_layout::W_mdf_display text1 = Vocab::param(5) text2 = @item.params[5] x = WD_itemdictionary_layout::W_mdf_display_x y = WD_itemdictionary_layout::W_mdf_display_y width = WD_itemdictionary_layout::W_mdf_display_width change_color(system_color) draw_text(x, y, width, font_size, text1, 0) change_color(normal_color) draw_text(x, y, width, font_size, text2, 2) end if WD_itemdictionary_layout::W_agi_display text1 = Vocab::param(6) text2 = @item.params[6] x = WD_itemdictionary_layout::W_agi_display_x y = WD_itemdictionary_layout::W_agi_display_y width = WD_itemdictionary_layout::W_agi_display_width change_color(system_color) draw_text(x, y, width, font_size, text1, 0) change_color(normal_color) draw_text(x, y, width, font_size, text2, 2) end if WD_itemdictionary_layout::W_luk_display text1 = Vocab::param(7) text2 = @item.params[7] x = WD_itemdictionary_layout::W_luk_display_x y = WD_itemdictionary_layout::W_luk_display_y width = WD_itemdictionary_layout::W_luk_display_width change_color(system_color) draw_text(x, y, width, font_size, text1, 0) change_color(normal_color) draw_text(x, y, width, font_size, text2, 2) end if WD_itemdictionary_layout::W_mhp_display text1 = Vocab::param(0) text2 = @item.params[0] x = WD_itemdictionary_layout::W_mhp_display_x y = WD_itemdictionary_layout::W_mhp_display_y width = WD_itemdictionary_layout::W_mhp_display_width change_color(system_color) draw_text(x, y, width, font_size, text1, 0) change_color(normal_color) draw_text(x, y, width, font_size, text2, 2) end if WD_itemdictionary_layout::W_mmp_display text1 = Vocab::param(1) text2 = @item.params[1] x = WD_itemdictionary_layout::W_mmp_display_x y = WD_itemdictionary_layout::W_mmp_display_y width = WD_itemdictionary_layout::W_mmp_display_width change_color(system_color) draw_text(x, y, width, font_size, text1, 0) change_color(normal_color) draw_text(x, y, width, font_size, text2, 2) end if WD_itemdictionary_layout::W_option_display text1 = WD_itemdictionary_layout::W_option_display_text1 text2 = WD_itemdictionary_layout::W_option_display_text2 x = WD_itemdictionary_layout::W_option_display_x y = WD_itemdictionary_layout::W_option_display_y width = WD_itemdictionary_layout::W_option_display_width change_color(system_color) draw_text(x, y, width, font_size, text1, 0) change_color(normal_color) i = 0 @item.note.scan(/<Note:(.*)>/){|matched| i += 1 self.contents.draw_text(x + font_size, y + font_size * i, width - font_size, font_size, matched[0], 0) } if i == 0 self.contents.draw_text(x + font_size, y + font_size, width - font_size, font_size, text2, 0) end end
elsif @item.is_a?(RPG::Armor) if WD_itemdictionary_layout::A_id_display text1 = sprintf("%0#{WD_itemdictionary_layout::A_id_display_digit}d",@index+1) x = WD_itemdictionary_layout::A_id_display_x y = WD_itemdictionary_layout::A_id_display_y width = WD_itemdictionary_layout::A_id_display_width height = line_height draw_text(x, y, width, height, text1, 0) end if WD_itemdictionary_layout::A_name_display x = WD_itemdictionary_layout::A_name_display_x y = WD_itemdictionary_layout::A_name_display_y draw_item_name(@item, x, y, true) end font_size = WD_itemdictionary_layout::C_font_size contents.font.size = font_size if WD_itemdictionary_layout::A_type_display text1 = WD_itemdictionary_layout::A_type_display_text1 text2 = $data_system.armor_types[@item.atype_id] x = WD_itemdictionary_layout::A_type_display_x y = WD_itemdictionary_layout::A_type_display_y width = WD_itemdictionary_layout::A_type_display_width change_color(system_color) draw_text(x, y, width, font_size, text1, 0) change_color(normal_color) draw_text(x, y, width, font_size, text2, 2) end if WD_itemdictionary_layout::A_price_display text1 = WD_itemdictionary_layout::A_price_display_text1 text2 = @item.price text3 = Vocab::currency_unit x = WD_itemdictionary_layout::A_price_display_x y = WD_itemdictionary_layout::A_price_display_y width = WD_itemdictionary_layout::A_price_display_width change_color(system_color) draw_text(x, y, width, font_size, text1, 0) cx = text_size(Vocab::currency_unit).width change_color(normal_color) draw_text(x, y, width - cx - 2, font_size, text2, 2) change_color(system_color) draw_text(x, y, width, font_size, text3, 2) change_color(normal_color) end if WD_itemdictionary_layout::A_atk_display text1 = Vocab::param(2) text2 = @item.params[2] x = WD_itemdictionary_layout::A_atk_display_x y = WD_itemdictionary_layout::A_atk_display_y width = WD_itemdictionary_layout::A_atk_display_width change_color(system_color) draw_text(x, y, width, font_size, text1, 0) change_color(normal_color) draw_text(x, y, width, font_size, text2, 2) end if WD_itemdictionary_layout::A_def_display text1 = Vocab::param(3) text2 = @item.params[3] x = WD_itemdictionary_layout::A_def_display_x y = WD_itemdictionary_layout::A_def_display_y width = WD_itemdictionary_layout::A_def_display_width change_color(system_color) draw_text(x, y, width, font_size, text1, 0) change_color(normal_color) draw_text(x, y, width, font_size, text2, 2) end if WD_itemdictionary_layout::A_mat_display text1 = Vocab::param(4) text2 = @item.params[4] x = WD_itemdictionary_layout::A_mat_display_x y = WD_itemdictionary_layout::A_mat_display_y width = WD_itemdictionary_layout::A_mat_display_width change_color(system_color) draw_text(x, y, width, font_size, text1, 0) change_color(normal_color) draw_text(x, y, width, font_size, text2, 2) end if WD_itemdictionary_layout::A_mdf_display text1 = Vocab::param(5) text2 = @item.params[5] x = WD_itemdictionary_layout::A_mdf_display_x y = WD_itemdictionary_layout::A_mdf_display_y width = WD_itemdictionary_layout::A_mdf_display_width change_color(system_color) draw_text(x, y, width, font_size, text1, 0) change_color(normal_color) draw_text(x, y, width, font_size, text2, 2) end if WD_itemdictionary_layout::A_agi_display text1 = Vocab::param(6) text2 = @item.params[6] x = WD_itemdictionary_layout::A_agi_display_x y = WD_itemdictionary_layout::A_agi_display_y width = WD_itemdictionary_layout::A_agi_display_width change_color(system_color) draw_text(x, y, width, font_size, text1, 0) change_color(normal_color) draw_text(x, y, width, font_size, text2, 2) end if WD_itemdictionary_layout::A_luk_display text1 = Vocab::param(7) text2 = @item.params[7] x = WD_itemdictionary_layout::A_luk_display_x y = WD_itemdictionary_layout::A_luk_display_y width = WD_itemdictionary_layout::A_luk_display_width change_color(system_color) draw_text(x, y, width, font_size, text1, 0) change_color(normal_color) draw_text(x, y, width, font_size, text2, 2) end if WD_itemdictionary_layout::A_mhp_display text1 = Vocab::param(0) text2 = @item.params[0] x = WD_itemdictionary_layout::A_mhp_display_x y = WD_itemdictionary_layout::A_mhp_display_y width = WD_itemdictionary_layout::A_mhp_display_width change_color(system_color) draw_text(x, y, width, font_size, text1, 0) change_color(normal_color) draw_text(x, y, width, font_size, text2, 2) end if WD_itemdictionary_layout::A_mmp_display text1 = Vocab::param(1) text2 = @item.params[1] x = WD_itemdictionary_layout::A_mmp_display_x y = WD_itemdictionary_layout::A_mmp_display_y width = WD_itemdictionary_layout::A_mmp_display_width change_color(system_color) draw_text(x, y, width, font_size, text1, 0) change_color(normal_color) draw_text(x, y, width, font_size, text2, 2) end if WD_itemdictionary_layout::A_option_display text1 = WD_itemdictionary_layout::A_option_display_text1 text2 = WD_itemdictionary_layout::A_option_display_text2 x = WD_itemdictionary_layout::A_option_display_x y = WD_itemdictionary_layout::A_option_display_y width = WD_itemdictionary_layout::A_option_display_width change_color(system_color) draw_text(x, y, width, font_size, text1, 0) change_color(normal_color) i = 0 @item.note.scan(/<Note:(.*)>/){|matched| i += 1 self.contents.draw_text(x + font_size, y + font_size * i, width - font_size, font_size, matched[0], 0) } if i == 0 self.contents.draw_text(x + font_size, y + font_size, width - font_size, font_size, text2, 0) end end
end
elsif @item != nil if @item.is_a?(RPG::Item) if WD_itemdictionary_layout::I_id_display text1 = sprintf("%0#{WD_itemdictionary_layout::I_id_display_digit}d",@index+1) x = WD_itemdictionary_layout::I_id_display_x y = WD_itemdictionary_layout::I_id_display_y width = WD_itemdictionary_layout::I_id_display_width height = line_height draw_text(x, y, width, height, text1, 0) end if WD_itemdictionary_layout::I_name_display text1 = "- No Data -" x = WD_itemdictionary_layout::I_name_display_x y = WD_itemdictionary_layout::I_name_display_y width = WD_itemdictionary_layout::I_name_display_width height = line_height draw_text(x, y, width, height, text1, 0) end end if @item.is_a?(RPG::Weapon) if WD_itemdictionary_layout::W_id_display text1 = sprintf("%0#{WD_itemdictionary_layout::W_id_display_digit}d",@index+1) x = WD_itemdictionary_layout::W_id_display_x y = WD_itemdictionary_layout::W_id_display_y width = WD_itemdictionary_layout::W_id_display_width height = line_height draw_text(x, y, width, height, text1, 0) end if WD_itemdictionary_layout::W_name_display text1 = "- No Data -" x = WD_itemdictionary_layout::W_name_display_x y = WD_itemdictionary_layout::W_name_display_y width = WD_itemdictionary_layout::W_name_display_width height = line_height draw_text(x, y, width, height, text1, 0) end end if @item.is_a?(RPG::Armor) if WD_itemdictionary_layout::A_id_display text1 = sprintf("%0#{WD_itemdictionary_layout::A_id_display_digit}d",@index+1) x = WD_itemdictionary_layout::A_id_display_x y = WD_itemdictionary_layout::A_id_display_y width = WD_itemdictionary_layout::A_id_display_width height = line_height draw_text(x, y, width, height, text1, 0) end if WD_itemdictionary_layout::A_name_display text1 = "- No Data -" x = WD_itemdictionary_layout::A_name_display_x y = WD_itemdictionary_layout::A_name_display_y width = WD_itemdictionary_layout::A_name_display_width height = line_height draw_text(x, y, width, height, text1, 0) end end
end end end |
| | | 2012-08-08, 07:22 | Re: [ASK]Error Script Item Encyclopedia |
---|
Lukas Senior
Posts : 618 Thanked : 22
| klo aku coba sih lancar cara manggil scene di VXA dah tau kan? |
| | | 2012-08-08, 07:30 | Re: [ASK]Error Script Item Encyclopedia |
---|
aidilriski Senior
Posts : 643 Thanked : 2 Engine : Multi-Engine User Type : Mapper
| @lukas udah sih, tpi pas mau kembali ke scene map nya itu lho, dia malah keluar game |
| | | 2012-08-08, 07:33 | Re: [ASK]Error Script Item Encyclopedia |
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Lukas Senior
Posts : 618 Thanked : 22
| engga kok, aku bisa coba cari method² yg di pake, sapa tau ada yg ga kompatible sama script lainya |
| | | 2012-08-08, 07:42 | Re: [ASK]Error Script Item Encyclopedia |
---|
aidilriski Senior
Posts : 643 Thanked : 2 Engine : Multi-Engine User Type : Mapper
| sip deh Udad solped, klo saya sih, bikin method baru ke scene_map, itu sih saya, what abot you? |
| | | 2012-08-08, 07:47 | Re: [ASK]Error Script Item Encyclopedia |
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Lukas Senior
Posts : 618 Thanked : 22
| aku ga ngubah apa² |
| | | | Re: [ASK]Error Script Item Encyclopedia |
---|
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