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| Sujet: Resident Evil dans RPG Maker XP Ven 20 Mar 2009, 20:36 | |
| Tous est dans le titre XD Ce system permet de cree un jeux comme Resident Evil (je l'utilise dans 1 de mes project, le remake de Resident Evil XD). Box de stockage des objets: " border="0" alt=""/> Inventaire: " border="0" alt=""/> Map: " border="0" alt=""/> PS: Le system n'a pas éte crée pars mois. Toutefois l'un des script as une erreur... je ne me rapaille plus le quelle, mais chez mois c'est corriger! Si vous detecter un script defaillant dite le ensuit je posterais la correction Demo: http://www.mediafire.com/?nnjyzhqtimcCorrection du script (grand merci à raptar): Le script avec le prob etais Window_Item (non Game_Party... je me suis tromper) - Citation :
- #==============================================================================
# * Window_Item #------------------------------------------------------------------------------ # In the item picture and the battle picture, it is the window which indicates the summary # of the possession item. #==============================================================================
class Window_Item < Window_Selectable #-------------------------------------------------------------------------- # - Object initialization #-------------------------------------------------------------------------- def initialize super(404, 128, 236, 352) # When it is in the midst of fighting, it moves the window to the picture center, makes translucent if $game_party.actors[0].bag_have == 8 self.height = 296 end @column_max = 2 #อันนี้ปรับ column ว่ามีกี่อัน @cursorHeight=58 @itemWidth=86 # ภาพ card กว้างขนาดไหน @itemHeight=56 # ภาพ card สูงขนาดไหน self.z = 200 refresh self.index = 0 end #-------------------------------------------------------------------------- # - Acquisition of item #-------------------------------------------------------------------------- def item return @data[self.index] end #-------------------------------------------------------------------------- # - Refreshment #-------------------------------------------------------------------------- def refresh if self.contents != nil self.contents.dispose self.contents = nil end @data = [] bag_have = $game_party.actors[0].bag_have # Adding the item #ใน [0,0,0,0] คือ [type,id,?,?] for i in 0... bag_have if $game_party.actors[0].data_bag[i][0] == 1 id = $game_party.actors[0].data_bag[i][1] if id != 0 @data.push($data_items[id]) end elsif $game_party.actors[0].data_bag[i][0] == 2 id = $game_party.actors[0].data_bag[i][1] if id != 0 @data.push($data_weapons[id]) end elsif $game_party.actors[0].data_bag[i][0] == 3 id = $game_party.actors[0].data_bag[i][1] if id != 0 @data.push($data_armors[id]) end else @data.push(nil) end end # If the number of items is not 0, it draws up bit map, drawing all item @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - 32, height - 32) for i in 0...@item_max draw_item(i) end end end #-------------------------------------------------------------------------- # - Drawing of item # index : Item number #-------------------------------------------------------------------------- def draw_item(index) item = @data[index] number = $game_party.actors[0].check_data_bag(index) self.contents.font.color = normal_color x = 4 + index % 2 * (86 + 32) y = index / 2 * 58 if item!=nil rect = Rect.new(x, y, self.width / @column_max - 32, 32) self.contents.fill_rect(rect, Color.new(0, 0, 0, 0)) bitmap = RPG::Cache.icon("menu/"+item.icon_name) self.contents.stretch_blt(Rect.new(x-4,y,84,54), bitmap, Rect.new(0, 0, 84,54), opacity) case item when RPG::Item if item.id != 0 text = "" else text = "x" + number.to_s end when RPG::Weapon for i in 0...$game_party.wea_data.size if $game_party.wea_data[i].weapon_id == item.id no_bu = ($game_party.wea_data[i].max_ammo == 0) break end end if no_bu text = "" elsif item.id == 7 self.contents.font.color = knockout_color text = "x" + number.to_s elsif item.id == 8 self.contents.font.color = crisis_color text = "x" + number.to_s elsif item.id == 9 self.contents.font.color = system_color text = "x" + number.to_s else text = "x" + number.to_s end if $game_party.actors[0].wea_inf(index) == 1 text = "∞" end when RPG::Armor text = "x" + number.to_s end self.contents.draw_text(x , y + 26, 96, 32, text, 0) else self.contents.draw_text(x + 28, y, 212, 32, "", 0) end end #-------------------------------------------------------------------------- # - Help text renewal #-------------------------------------------------------------------------- def update_help @help_window.set_text(self.item == nil ? "" : self.item.name) end end Le script avais une erreur quis empaicher le combination ou utilisation des herb, çi il y a encore un prob envoyer mois un msg... |
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