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avere un ''bestiario''


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#1 Ale13

Ale13

    Cavia

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Inviato 02 settembre 2007 - 08:32

Questo script permette di visualizzare l'elenco dei mostri combattuti.

Create sopra Main la classe Monster_Diary ed inserite questo:

CODICE
# by DaD and RagnarokM

module Enemy_Book_Config
DROP_ITEM_NEED_ANALYZE = false
EVA_NAME = "Evasion"
SHOW_COMPLETE_TYPE = 3  
end

class Game_Temp
attr_accessor :enemy_book_data
alias temp_enemy_book_data_initialize initialize
def initialize
  temp_enemy_book_data_initialize
  @enemy_book_data = Data_MonsterBook.new
end
end

class Game_Party
attr_accessor :enemy_info
#--------------------------------------------------------------------------
alias book_info_initialize initialize
def initialize
  book_info_initialize
  @enemy_info = {}
end
#--------------------------------------------------------------------------
def add_enemy_info(enemy_id, type = 0)
  case type
  when 0
    if @enemy_info[enemy_id] == 2
      return false
    end
    @enemy_info[enemy_id] = 1
  when 1
    @enemy_info[enemy_id] = 2
  when -1
    @enemy_info[enemy_id] = 0
  end
end
#--------------------------------------------------------------------------
def enemy_book_max
  return $game_temp.enemy_book_data.id_data.size - 1
end
#--------------------------------------------------------------------------
def enemy_book_now
  now_enemy_info = @enemy_info.keys
  no_add = $game_temp.enemy_book_data.no_add_element
  new_enemy_info = []
  for i in now_enemy_info
    enemy = $data_enemies[i]
    next if enemy.name == ""
    if enemy.element_ranks[no_add] == 1
      next
    end
    new_enemy_info.push(enemy.id)
  end
  return new_enemy_info.size
end
#--------------------------------------------------------------------------
def enemy_book_complete_percentage
  e_max = enemy_book_max.to_f
  e_now = enemy_book_now.to_f
  comp = e_now / e_max * 100
  return comp.truncate
end
end

class Interpreter
def enemy_book_max
  return $game_party.enemy_book_max
end
def enemy_book_now
  return $game_party.enemy_book_now
end
def enemy_book_comp
  return $game_party.enemy_book_complete_percentage
end
end

class Scene_Battle
alias add_enemy_info_start_phase5 start_phase5
def start_phase5
  for enemy in $game_troop.enemies
    unless enemy.hidden
      $game_party.add_enemy_info(enemy.id, 0)
    end
  end
  add_enemy_info_start_phase5
end
end

class Window_Base < Window

def initialize(x, y, width, height)
  super()
  self.contents = Bitmap.new(width - 32, height - 32)
  self.contents.font.name = $fontface
  @windowskin_name = $game_system.windowskin_name
  self.windowskin = RPG::Cache.windowskin(@windowskin_name)
  self.x = x
  self.y = y
  self.width = width
  self.height = height
  self.z = 100
end
#--------------------------------------------------------------------------
def draw_enemy_drop_item(enemy, x, y)
  self.contents.font.color = normal_color
  self.contents.font.name = $fontface
  treasures = []
  if enemy.item_id > 0
    treasures.push($data_items[enemy.item_id])
  end
  if enemy.weapon_id > 0
    treasures.push($data_weapons[enemy.weapon_id])
  end
  if enemy.armor_id > 0
    treasures.push($data_armors[enemy.armor_id])
  end
  if treasures.size > 0
    item = treasures[0]
    bitmap = RPG::Cache.icon(item.icon_name)
    opacity = 255
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
    name = treasures[0].name
  else
    self.contents.font.color = disabled_color
    self.contents.font.name = $fontface
    name = "No Item"
  end
  self.contents.draw_text(x+28, y, 212, 32, name)
end
#--------------------------------------------------------------------------
def draw_enemy_book_id(enemy, x, y)
  self.contents.font.color = normal_color
  self.contents.font.name = $fontface
  id = $game_temp.enemy_book_data.id_data.index(enemy.id)
  self.contents.draw_text(x, y, 32, 32, id.to_s)
end
#--------------------------------------------------------------------------
def draw_enemy_name(enemy, x, y)
  self.contents.font.color = normal_color
  self.contents.font.name = $fontface
  self.contents.draw_text(x, y, 152, 32, enemy.name)
end
#--------------------------------------------------------------------------
def draw_enemy_graphic(enemy, x, y, opacity = 255)
  bitmap = RPG::Cache.battler(enemy.battler_name, enemy.battler_hue)
  cw = bitmap.width
  ch = bitmap.height
  src_rect = Rect.new(0, 0, cw, ch)
  x = x + (cw / 2 - x) if cw / 2 > x
  self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect, opacity)
end
#--------------------------------------------------------------------------
def draw_enemy_exp(enemy, x, y)
  self.contents.font.color = system_color
  self.contents.font.name = $fontface
  self.contents.draw_text(x, y, 120, 32, "EXP")
  self.contents.font.color = normal_color
  self.contents.font.name = $fontface
  self.contents.draw_text(x + 120, y, 36, 32, enemy.exp.to_s, 2)
end
#--------------------------------------------------------------------------
def draw_enemy_gold(enemy, x, y)
  self.contents.font.color = system_color
  self.contents.font.name = $fontface
  self.contents.draw_text(x, y, 120, 32, $data_system.words.gold)
  self.contents.font.color = normal_color
  self.contents.font.name = $fontface
  self.contents.draw_text(x + 120, y, 36, 32, enemy.gold.to_s, 2)
end
end

class Game_Enemy_Book < Game_Enemy
#--------------------------------------------------------------------------
def initialize(enemy_id)
  super(2, 1)
  @enemy_id = enemy_id
  enemy = $data_enemies[@enemy_id]
  @battler_name = enemy.battler_name
  @battler_hue = enemy.battler_hue
  @hp = maxhp
  @sp = maxsp
end
end

class Data_MonsterBook
attr_reader :id_data
#--------------------------------------------------------------------------
def initialize
  @id_data = enemy_book_id_set
end
#--------------------------------------------------------------------------
def no_add_element
  no_add = 0
  for i in 1...$data_system.elements.size
    if $data_system.elements[i] =~ /Monster Book/
      no_add = i
      break
    end
  end
  return no_add
end
#--------------------------------------------------------------------------
def enemy_book_id_set
  data = [0]
  no_add = no_add_element
  for i in 1...$data_enemies.size
    enemy = $data_enemies[i]
    next if enemy.name == ""
    if enemy.element_ranks[no_add] == 1
      next
    end
    data.push(enemy.id)
  end
  return data
end
end


class Window_MonsterBook < Window_Selectable
attr_reader   :data
#--------------------------------------------------------------------------
def initialize(index=0)
  super(0, 64, 640, 416)
  @column_max = 2
  @book_data = $game_temp.enemy_book_data
  @data = @book_data.id_data.dup
  @data.shift
  @item_max = @data.size
  self.index = 0
  refresh if @item_max > 0
end
#--------------------------------------------------------------------------
def data_set
  data = $game_party.enemy_info.keys
  data.sort!
  newdata = []
  for i in data
    next if $game_party.enemy_info[i] == 0
    if book_id(i) != nil
      newdata.push(i)
    end
  end
  return newdata
end
#--------------------------------------------------------------------------
def show?(id)
  if $game_party.enemy_info[id] == 0 or $game_party.enemy_info[id] == nil
    return false
  else
    return true
  end
end
#--------------------------------------------------------------------------
def book_id(id)
  return @book_data.index(id)
end
#--------------------------------------------------------------------------
def item
  return @data[self.index]
end
#--------------------------------------------------------------------------
def refresh
  if self.contents != nil
    self.contents.dispose
    self.contents = nil
  end
  self.contents = Bitmap.new(width - 32, row_max * 32)
  if @item_max > 0
    for i in 0...@item_max
     draw_item(i)
    end
  end
end
#--------------------------------------------------------------------------
def draw_item(index)
  enemy = $data_enemies[@data[index]]
  return if enemy == nil
  x = 4 + index % 2 * (288 + 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))
  self.contents.font.color = normal_color
  self.contents.font.name = $fontface
  draw_enemy_book_id(enemy, x, y)
  if show?(enemy.id)
    self.contents.draw_text(x + 28+16, y, 212, 32, enemy.name, 0)
  else
    self.contents.draw_text(x + 28+16, y, 212, 32, "-----", 0)
    return
  end
  if analyze?(@data[index])
    self.contents.font.color = text_color(3)
    self.contents.font.name = $fontface
    self.contents.draw_text(x + 256, y, 24, 32, "Cancel", 2)
  end
end
#--------------------------------------------------------------------------
def analyze?(enemy_id)
  if $game_party.enemy_info[enemy_id] == 2
    return true
  else
    return false
  end
end
end


class Window_MonsterBook_Info < Window_Base
include Enemy_Book_Config
#--------------------------------------------------------------------------
def initialize
  super(0, 0+64, 640, 480-64)
  self.contents = Bitmap.new(width - 32, height - 32)
end
#--------------------------------------------------------------------------
def refresh(enemy_id)
  self.contents.clear
  self.contents.font.name = $fontface
  self.contents.font.size = 22
  enemy = Game_Enemy_Book.new(enemy_id)
  draw_enemy_graphic(enemy, 96, 240+48+64, 200)
  draw_enemy_book_id(enemy, 4, 0)
  draw_enemy_name(enemy, 48, 0)
  draw_actor_hp(enemy, 288, 0)
  draw_actor_sp(enemy, 288+160, 0)
  draw_actor_parameter(enemy, 288    ,  32, 0)
  self.contents.font.color = system_color
  self.contents.draw_text(288+160, 32, 120, 32, EVA_NAME)
  self.contents.font.color = normal_color
  self.contents.draw_text(288+160 + 120, 32, 36, 32, enemy.eva.to_s, 2)
  draw_actor_parameter(enemy, 288    ,  64, 3)
  draw_actor_parameter(enemy, 288+160,  64, 4)
  draw_actor_parameter(enemy, 288    ,  96, 5)
  draw_actor_parameter(enemy, 288+160,  96, 6)
  draw_actor_parameter(enemy, 288    , 128, 1)
  draw_actor_parameter(enemy, 288+160, 128, 2)
  draw_enemy_exp(enemy, 288, 160)
  draw_enemy_gold(enemy, 288+160, 160)
  if analyze?(enemy.id) or !DROP_ITEM_NEED_ANALYZE
    self.contents.draw_text(288, 192, 96, 32, "Drop Item")
    draw_enemy_drop_item(enemy, 288+96+4, 192)
    self.contents.font.color = normal_color
  end
end
#--------------------------------------------------------------------------
def analyze?(enemy_id)
  if $game_party.enemy_info[enemy_id] == 2
    return true
  else
    return false
  end
end
end


class Scene_MonsterBook
include Enemy_Book_Config
#--------------------------------------------------------------------------
def main
  $game_temp.enemy_book_data = Data_MonsterBook.new
  @title_window = Window_Base.new(0, 0, 640, 64)
  @title_window.contents = Bitmap.new(640 - 32, 64 - 32)
  @title_window.contents.draw_text(4, 0, 320, 32, "Monster Book", 0)
  if SHOW_COMPLETE_TYPE != 0
    case SHOW_COMPLETE_TYPE
    when 1
      e_now = $game_party.enemy_book_now
      e_max = $game_party.enemy_book_max
      text = e_now.to_s + "/" + e_max.to_s
    when 2
      comp = $game_party.enemy_book_complete_percentage
      text = comp.to_s + "%"
    when 3
      e_now = $game_party.enemy_book_now
      e_max = $game_party.enemy_book_max
      comp = $game_party.enemy_book_complete_percentage
      text = e_now.to_s + "/" + e_max.to_s + " " + comp.to_s + "%"
    end
    if text != nil
      @title_window.contents.draw_text(320, 0, 288, 32,  text, 2)
    end
  end
  @main_window = Window_MonsterBook.new
  @main_window.active = true
  @info_window = Window_MonsterBook_Info.new
  @info_window.z = 110
  @info_window.visible = false
  @info_window.active = false
  @visible_index = 0
  Graphics.transition
  loop do
    Graphics.update
    Input.update
    update
    if $scene != self
      break
    end
  end
  Graphics.freeze
  @main_window.dispose
  @info_window.dispose
  @title_window.dispose
end
#--------------------------------------------------------------------------
def update
  @main_window.update
  @info_window.update
  if @info_window.active
    update_info
    return
  end
  if @main_window.active
    update_main
    return
  end
end
#--------------------------------------------------------------------------
def update_main
  if Input.trigger?(Input::B)
    $game_system.se_play($data_system.cancel_se)
    $scene = Scene_Map.new
    return
  end
  if Input.trigger?(Input::C)
    if @main_window.item == nil or @main_window.show?(@main_window.item) == false
      $game_system.se_play($data_system.buzzer_se)
      return
    end
    $game_system.se_play($data_system.decision_se)
    @main_window.active = false
    @info_window.active = true
    @info_window.visible = true
    @visible_index = @main_window.index
    @info_window.refresh(@main_window.item)
    return
  end
end
#--------------------------------------------------------------------------
def update_info
  if Input.trigger?(Input::B)
    $game_system.se_play($data_system.cancel_se)
    @main_window.active = true
    @info_window.active = false
    @info_window.visible = false
    return
  end
  if Input.trigger?(Input::C)
    return
  end
  if Input.trigger?(Input::L)
    $game_system.se_play($data_system.decision_se)
    loop_end = false
    while loop_end == false
      if @visible_index != 0
        @visible_index -= 1
      else
        @visible_index = @main_window.data.size - 1
      end
      loop_end = true if @main_window.show?(@main_window.data[@visible_index])
    end
    id = @main_window.data[@visible_index]
    @info_window.refresh(id)
    return
  end
  if Input.trigger?(Input::R)
    $game_system.se_play($data_system.decision_se)
    loop_end = false
    while loop_end == false
      if @visible_index != @main_window.data.size - 1
        @visible_index += 1
      else
        @visible_index = 0
      end
      loop_end = true if @main_window.show?(@main_window.data[@visible_index])
    end
    id = @main_window.data[@visible_index]
    @info_window.refresh(id)
    return
  end
end
end


Ora per visualizzare il bestiario durante il gioco, andate in Eventi comuni nel database, create l'evento "bestiatio", inserite tra i comandi lo script
CODICE
$scene = Scene_MonsterBook.new

,
assegnate l'evento a un oggetto e quando lo andrete a selezionare apparir

#2 Robyx94

Robyx94

    Novizietto

  • Members
  • Stelletta
  • 14 messaggi

Inviato 20 giugno 2010 - 06:11

Scusate se riapro il topic
comunque non c'e nessun modo per farlo spuntare nel men




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