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ТЕМА: [RMXP] -HtMaL(AG47)- (Test Name)
[RMXP] -HtMaL(AG47)- (Test Name) 07.05.2013 21:39 #3780
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Так мы же заменим "let = Input::Key.index(i)" на "let = getActiveLangLetter(Input::Key.index(i))". На конечный результат это, к сожалению, не влияет. К слову, у меня возникла проблема с разработкой окна выбора в интерфейсе магазина (он конечно не полностью готов, но всё же...) Небольшой красный контур служит для отображения выбранного окошка покупаемого предмета в меню, однако я никак не могу задать стандартными методами его перемещение внутри окна сцены - возможно, что нативные методы здесь не помогают. Создание прозрачного Command_Window исключается по причине того, что здесь неровные ряды. Есть какие либо возможные предложения по этому поводу? |
Проект-HtMaL(AG47)-
NST: Серьёзные недоработки в активном интерфейсе. PST: Системный сбой. Критическое состояние. PDT: Анонс маловероятен. Yin
Администратор запретил публиковать записи.
Спасибо сказали: Lekste
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[RMXP] -HtMaL(AG47)- (Test Name) 07.05.2013 23:55 #3784
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В подобной ситуации (раз это отдельная сценка) можно все нажатия обработать и обновлять некие координаты row, col. По которым рисовать в update рамку.
Пример можно подглядеть тут yadi.sk/d/4FPTdRif4dmkA, в class Scene_DinkMenu например, метод def update_status. А вообще, Lekste тебе в помощь |
Звезды, что ты видел на небе,- сияют внутри тебя!
cavemangame.blogspot.ru/ - новости, идеи vaneksmallwood.blogspot.ru/ - игра в мире Dink Smallwood (конечно, по "русской версии")...
Администратор запретил публиковать записи.
Спасибо сказали: Yin
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[RMXP] -HtMaL(AG47)- (Test Name) 08.05.2013 05:50 #3785
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В подобной ситуации (раз это отдельная сценка) можно все нажатия обработать и обновлять некие координаты row, col. По которым рисовать в update рамку. Замечательно работает, если конечно исключить тот факт, что вместо некорректных row и col пришлось вписывать @row и @col - сделать их локальными переменными оказалось вполне успешным мероприятием. Спасибо, caveman. |
Проект-HtMaL(AG47)-
NST: Серьёзные недоработки в активном интерфейсе. PST: Системный сбой. Критическое состояние. PDT: Анонс маловероятен. Yin
Последнее редактирование: 08.05.2013 05:51 от Yin.
Администратор запретил публиковать записи.
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[RMXP] -HtMaL(AG47)- (Test Name) 13.05.2013 20:57 #3798
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Продолжаю работать над интерфейсом, однако при этом возникает проблема - скрипт отказывает в вызове сцены (как и в ситуации с сообщениями), поэтому выкладываю на обозрение интерфейс и скрипт магазина для разбора полётов и дальнейшей помощи.
Магазин: ВНИМАНИЕ: Спойлер! [ Нажмите, чтобы развернуть ][ Нажмите, чтобы скрыть ] #--------------------------------------------------------------------------
# ** Scene_Modern_Shop
#--------------------------------------------------------------------------
class Scene_Modern_Shop
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(item)
@item = item
end
#--------------------------------------------------------------------------
# * Main
#--------------------------------------------------------------------------
def main
@sprite_set = Spriteset_Map.new
@help_window = Window_Help2.new
@help_window.opacity = 200
@command_window = Window_Command.new(160, ['Взять','Положить'])
@command_window.y = 64
@command_window.opacity = 200
@number_window = Window_ShopNumber.new
@number_window.active = false
@number_window.visible = false
@number_window.y = 64
@number_window.opacity = 200
@shopping_window = Window_ShoppingCart.new('buy')
@shopping_window.active = false
@shopping_window.visible = false
@objects = [@sprite_set, @help_window, @command_window, @number_window, @shopping_window]
Graphics.transition
while $scene == self
Graphics.update
Input.update
@objects.each {|x| x.update}
update
end
Graphics.freeze
@objects.each {|object| object.dispose}
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
if @command_window.active
update_command
return
end
if @number_window.active
update_number
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when command window is active)
#--------------------------------------------------------------------------
def update_command
@help_window.set_text('Желаете ли вы взять или положить '[email protected]+'?', 1)
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
if Input.trigger?(Input::C)
case @command_window.index
when 0 # Take
case @item
when RPG::Item
number = $game_party.temp_item_number(@item.id)
when RPG::Weapon
number = $game_party.temp_weapon_number(@item.id)
when RPG::Armor
number = $game_party.temp_armor_number(@item.id)
end
if number == 99
$game_system.se_play($data_system.buzzer_se)
@help_window.set_text('Нет более места для '[email protected]+'', 1)
return
end
$game_system.se_play($data_system.decision_se)
max = @item.price == 0 ? 99 : $game_party.gold / @item.price
max = [max, 99 - number].min
@command_window.active = false
@command_window.visible = false
@number_window.set(@item, max, @item.price)
@number_window.active = true
@number_window.visible = true
when 1 # Place
case @item
when RPG::Item
number = $game_party.temp_item_number(@item.id)
when RPG::Weapon
number = $game_party.temp_weapon_number(@item.id)
when RPG::Armor
number = $game_party.temp_armor_number(@item.id)
end
if number == 0
$game_system.se_play($data_system.buzzer_se)
else
max = number
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@command_window.visible = false
@number_window.set(@item, max, @item.price / 2)
@number_window.active = true
@number_window.visible = true
end
end
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when quantity input window is active)
#--------------------------------------------------------------------------
def update_number
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@number_window.active = false
@number_window.visible = false
@command_window.active = true
@command_window.visible = true
end
if @item.price > $game_party.gold
@help_window.set_text('Вы не можете приобрести '[email protected]+'', 1)
else
@help_window.set_text('Количество '[email protected]+'', 1)
end
if Input.trigger?(Input::C)
if @item.price > $game_party.gold
$game_system.se_play($data_system.buzzer_se)
else
$game_system.se_play($data_system.shop_se)
@number_window.active = false
@number_window.visible = false
case @command_window.index
when 0 # Take
case @item
when RPG::Item
$game_party.gain_temp_item(@item.id, @number_window.number)
@shopping_window.refresh
when RPG::Weapon
$game_party.gain_temp_weapon(@item.id, @number_window.number)
@shopping_window.refresh
when RPG::Armor
$game_party.gain_temp_armor(@item.id, @number_window.number)
@shopping_window.refresh
end
@command_window.active = true
@command_window.visible = true
when 1 # Place
case @item
when RPG::Item
$game_party.gain_temp_item(@item.id, (@number_window.number * -1))
@shopping_window.refresh
when RPG::Weapon
$game_party.gain_temp_weapon(@item.id, (@number_window.number * -1))
@shopping_window.refresh
when RPG::Armor
$game_party.gain_temp_armor(@item.id, (@number_window.number * -1))
@shopping_window.refresh
end
@command_window.active = true
@command_window.visible = true
end
end
return
end
end
end
#------------------------------------------------------------------------------
# ** Scene_ShoppingCart
#------------------------------------------------------------------------------
class Scene_ShoppingCart
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(access = 'buy')
@access = access
end
#--------------------------------------------------------------------------
# * Main
#--------------------------------------------------------------------------
def main
@sprite_set = Spriteset_Map.new
@shopping_cart = Window_ShoppingCart.new(@access)
@shopping_cart.active = true
@shopping_cart.index = 0
@shopping_cart.opacity = 0
@total_ammount = @shopping_cart.get_total_ammount
@total_price = @shopping_cart.get_total_price
@shoptotal_window = Window_ShopTotal.new(@total_ammount, @total_price, @access)
@shoptotal_window.opacity = 0
@command_window = Window_HorizCommand.new(['Да', 'Отмена'], 320)
@command_window.x = 320
@command_window.y = 288
@command_window.opacity = 0
@command_windowsell = Window_HorizCommand.new(['Продать', 'Отмена'], 320)
@command_windowsell.x = 320
@command_windowsell.y = 288
@command_windowsell.opacity = 0
unless @access == 'sell'
@command_windowsell.visible = false
@command_windowsell.active = false
end
unless @access == 'buy'
@command_window.visible = false
@command_window.active = false
end
@objects = [@sprite_set, @shopping_cart, @command_window, @shoptotal_window, @dummy_window, @command_windowsell]
Graphics.transition
loop do
Graphics.update
Input.update
@objects.each {|x| x.update}
update
if $scene != self
break
end
end
Graphics.freeze
@objects.each {|object| object.dispose}
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
if Input.trigger?(Input::B)
if @access == 'sell'
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Sell.new
return
else
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
end
if @command_window.active
if Input.trigger?(Input::C)
case @command_window.index
when 0
if @total_price > $game_party.gold or @total_price == 0
$game_system.se_play($data_system.buzzer_se)
else
$game_system.se_play($data_system.shop_se)
$game_party.lose_gold(@total_price)
@shopping_cart.add_items
@shopping_cart.refresh
$scene = Scene_Map.new
end
when 1
$scene = Scene_Map.new
end
end
end
if @command_windowsell.active
if Input.trigger?(Input::C)
case @command_windowsell.index
when 0
if @total_price == 0
$game_system.se_play($data_system.buzzer_se)
else
$game_system.se_play($data_system.shop_se)
$game_party.gain_gold(@total_price)
@shopping_cart.sell_items
@shopping_cart.refresh
$scene = Scene_Map.new
end
when 1
$game_system.have_sell_item = 0
$scene = Scene_Map.new
end
end
end
end
end
#------------------------------------------------------------------------------
# ** Scene_Sell
#------------------------------------------------------------------------------
class Scene_Sell
#--------------------------------------------------------------------------
# * Main
#--------------------------------------------------------------------------
def main
@sprite_set = Spriteset_Map.new
@sell_window = Window_SellItems.new
@sell_window.opacity = 0
@sellaid_window = Sell_Aid.new
@sellaid_window.opacity = 0
@sell_window.help_window = @sellaid_window
@help_window = Window_Help3.new
@help_window.opacity = 200
@help_window.z = 110
@help_window.visible = false
@number_window = Window_ShopNumber.new
@number_window.active = false
@number_window.visible = false
@number_window.y = 64
@number_window.z = 110
@number_window.opacity = 200
@command_windowsell = Window_HorizCommand.new(['Продать', 'Отмена'], 320)
@command_windowsell.visible = false
@command_windowsell.active = false
@dummy_window = Window_Base.new(320, 0, 320, 288)
@dummy_window.opacity = 200
@objects = [@sprite_set, @command_windowsell, @sell_window, @sellaid_window, @number_window, @dummy_window, @help_window]
Graphics.transition
loop do
Graphics.update
Input.update
@objects.each {|x| x.update}
update
if $scene != self
break
end
end
Graphics.freeze
@objects.each {|object| object.dispose}
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
if @sell_window.active == true
update_sell
return
end
if @number_window.active == true
update_number
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when quantity input window is active)
#--------------------------------------------------------------------------
def update_number
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@number_window.active = false
@number_window.visible = false
@help_window.visible = false
@sell_window.active = true
@sell_window.visible = true
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.shop_se)
@number_window.active = false
@number_window.visible = false
@help_window.visible = false
item = @sell_window.item
@sell_window.add_sell_items(item, @number_window.number)
@sell_window.refresh
@sell_window.active = true
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when sell window is active)
#--------------------------------------------------------------------------
def update_sell
if Input.trigger?(Input::A)
@item = @sell_window.item
if @item == nil
$game_system.se_play($data_system.buzzer_se)
else
$game_system.se_play($data_system.cancel_se)
$scene = Scene_ShoppingCart.new('sell')
return
end
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$game_system.have_sell_item = 0
$scene = Scene_Map.new
return
end
if Input.trigger?(Input::C)
@item = @sell_window.item
if @item == nil
$game_system.se_play($data_system.buzzer_se)
else
case @item
when RPG::Item
number = $game_party.item_number(@item.id)
number2 = $game_party.sell_item_number(@item.id)
when RPG::Weapon
number = $game_party.weapon_number(@item.id)
number2 = $game_party.sell_weapon_number(@item.id)
when RPG::Armor
number = $game_party.armor_number(@item.id)
number2 = $game_party.sell_armor_number(@item.id)
end
$game_system.se_play($data_system.decision_se)
if number2 == 0
@help_window.set_text('Сколько вещей желаете положить?', 1)
max = number
else
@help_window.set_text('Сколько вещей желаете забрать?', 1)
max = number2
end
@sell_window.active = false
@number_window.set(@item, max, @item.price / 2)
@number_window.active = true
@number_window.visible = true
@help_window.visible = true
end
end
end
end
#------------------------------------------------------------------------------
# ** Scene_Map
#------------------------------------------------------------------------------
class Scene_Map
#--------------------------------------------------------------------------
# * Menu Call
#--------------------------------------------------------------------------
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
if $game_system.have_temp_item == 1
$scene = Scene_ShoppingCart.new('menu')
else
$scene = Scene_Menu.new
end
end
end
#--------------------------------------------------------------------------
# ** Window_SellItems
#--------------------------------------------------------------------------
class Window_SellItems < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(320, 0, 320, 160)
@column_max = 1
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# * Getting Items
#--------------------------------------------------------------------------
def item
return @data[index]
end
#--------------------------------------------------------------------------
# * Add_Sell_Items
#--------------------------------------------------------------------------
def add_sell_items(item, number)
case item
when RPG::Item
if $game_party.sell_item_number(item.id) == 0
$game_party.gain_sell_item(item.id, number)
else
$game_party.gain_sell_item(item.id, number*-1)
end
when RPG::Weapon
if $game_party.sell_weapon_number(item.id) == 0
$game_party.gain_sell_weapon(item.id, number)
else
$game_party.gain_sell_weapon(item.id, number*-1)
end
when RPG::Armor
if $game_party.sell_armor_number(item.id) == 0
$game_party.gain_sell_armor(item.id,number)
else
$game_party.gain_sell_armor(item.id,number*-1)
end
end
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 1...$data_items.size
if $game_party.item_number(i) > 0
if $data_items[i].price > 0
@data.push($data_items[i])
end
end
end
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0
if $data_weapons[i].price > 0
@data.push($data_weapons[i])
end
end
end
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0
if $data_armors[i].price > 0
@data.push($data_armors[i])
end
end
end
@item_max = @data.size
if $game_system.have_sell_item == 0
empty_list
end
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
#--------------------------------------------------------------------------
# * Draw Item
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
case item
when RPG::Item
number = $game_party.item_number(item.id)
number2 = $game_party.sell_item_number(item.id)
when RPG::Weapon
number = $game_party.weapon_number(item.id)
number2 = $game_party.sell_weapon_number(item.id)
when RPG::Armor
number = $game_party.armor_number(item.id)
number2 = $game_party.sell_armor_number(item.id)
end
if number2 > 0
self.contents.font.color = disabled_color
else
self.contents.font.color = normal_color
end
x = 4 + index % 1 * (288 + 32)
y = index / 1 * 32
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(item.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
self.contents.draw_text(x + 210, y, 50, 32, (item.price / 2).to_s, 0)
self.contents.draw_text(x + 250, y, 30, 32, $data_system.words.gold, 2)
end
#--------------------------------------------------------------------------
# * Help Text Update
#--------------------------------------------------------------------------
def update_help
case item
when RPG::Item
number = $game_party.item_number(item.id)
number2 = $game_party.sell_item_number(item.id)
when RPG::Weapon
number = $game_party.weapon_number(item.id)
number2 = $game_party.sell_weapon_number(item.id)
when RPG::Armor
number = $game_party.armor_number(item.id)
number2 = $game_party.sell_armor_number(item.id)
end
if self.item != nil
@help_window.set_text(self.item.name, number, number2)
end
end
#--------------------------------------------------------------------------
# * Empty_List
#--------------------------------------------------------------------------
def empty_list
if @item_max > 0
for i in 0...@item_max
item = @data[i]
case item
when RPG::Item
$game_party.gain_sell_item(item.id, $game_party.sell_item_number(item.id)*-1)
when RPG::Weapon
$game_party.gain_sell_weapon(item.id, $game_party.sell_weapon_number(item.id)*-1)
when RPG::Armor
$game_party.gain_sell_armor(item.id,$game_party.sell_armor_number(item.id)*-1)
end
end
end
$game_system.have_sell_item = 1
end
end
#------------------------------------------------------------------------------
# ** Sell_Aid
#------------------------------------------------------------------------------
class Sell_Aid < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(320, 160, 320, 128)
self.contents = Bitmap.new(width - 32, height - 32)
end
#--------------------------------------------------------------------------
# * Set Text
#--------------------------------------------------------------------------
def set_text(text, number, number2, align = 0)
if text != @text or align != @align or number != @number or number2 != @number2
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, self.width - 40, 32, text, align)
self.contents.draw_text(4, 32, self.width - 40, 32, 'Inventory', align)
self.contents.draw_text(100, 32, self.width - 40, 32, number.to_s, align)
self.contents.draw_text(4, 62, self.width - 40, 32, 'Selling', align)
self.contents.draw_text(100, 62, self.width - 40, 32, number2.to_s, align)
@text = text
@align = align
@number = number
@number2 = number2
@actor = nil
end
self.visible = true
end
end
#------------------------------------------------------------------------------
# ** Window_ShoppingCart
#------------------------------------------------------------------------------
class Window_ShoppingCart < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(access)
super(320, 0, 320, 160)
self.contents = Bitmap.new(width - 32, height - 32)
@access = access
if @access == 'sell'
refresh2
else
refresh
end
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 1...$data_items.size
if $game_party.temp_item_number(i) > 0
@data.push($data_items[i])
end
end
for i in 1...$data_weapons.size
if $game_party.temp_weapon_number(i) > 0
@data.push($data_weapons[i])
end
end
for i in 1...$data_armors.size
if $game_party.temp_armor_number(i) > 0
@data.push($data_armors[i])
end
end
@item_max = @data.size
if $game_system.in_shop == 0
empty_list
@item_max = 0
$game_system.in_shop = 1
else
if @item_max > 0
$game_system.have_temp_item = 1
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
else
$game_system.have_temp_item = 0
end
end
end
#--------------------------------------------------------------------------
# * Refresh2
#--------------------------------------------------------------------------
def refresh2
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 1...$data_items.size
if $game_party.sell_item_number(i) > 0
@data.push($data_items[i])
end
end
for i in 1...$data_weapons.size
if $game_party.sell_weapon_number(i) > 0
@data.push($data_weapons[i])
end
end
for i in 1...$data_armors.size
if $game_party.sell_armor_number(i) > 0
@data.push($data_armors[i])
end
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max
draw_item(i)
end
end
end
#--------------------------------------------------------------------------
# * Draw Item
#--------------------------------------------------------------------------
def draw_item(index)
item = @data[index]
if @access == 'sell'
case item
when RPG::Item
number = $game_party.sell_item_number(item.id)
when RPG::Weapon
number = $game_party.sell_weapon_number(item.id)
when RPG::Armor
number = $game_party.sell_armor_number(item.id)
end
else
case item
when RPG::Item
number = $game_party.temp_item_number(item.id)
when RPG::Weapon
number = $game_party.temp_weapon_number(item.id)
when RPG::Armor
number = $game_party.temp_armor_number(item.id)
end
end
self.contents.font.color = normal_color
x = 4 + index % 1 * (288 + 32)
y = index / 1 * 32
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(item.icon_name)
opacity = self.contents.font.color == normal_color ? 255 : 128
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
self.contents.draw_text(x + 170, y, 16, 32, "x", 1)
self.contents.draw_text(x + 180, y, 24, 32, number.to_s, 2)
if @access == 'sell'
self.contents.draw_text(x + 206, y, 54, 32, ((item.price/2)*number).to_s, 2)
else
self.contents.draw_text(x + 206, y, 54, 32, (item.price*number).to_s, 2)
end
self.contents.draw_text(x + 250, y, 32, 32, $data_system.words.gold, 2)
end
#--------------------------------------------------------------------------
# * Get_Total_Ammount
#--------------------------------------------------------------------------
def get_total_ammount
total = 0
if @item_max > 0
for i in 0...@item_max
item = @data[i]
case item
when RPG::Item
if @access == 'sell'
total += $game_party.sell_item_number(item.id)
else
total += $game_party.temp_item_number(item.id)
end
when RPG::Weapon
if @access == 'sell'
total += $game_party.sell_weapon_number(item.id)
else
total += $game_party.temp_weapon_number(item.id)
end
when RPG::Armor
if @access == 'sell'
total += $game_party.sell_armor_number(item.id)
else
total += $game_party.temp_armor_number(item.id)
end
end
end
end
return total
end
#--------------------------------------------------------------------------
# * Get_Total_Price
#--------------------------------------------------------------------------
def get_total_price
total = 0
if @item_max > 0
for i in 0...@item_max
item = @data[i]
case item
when RPG::Item
if @access == 'sell'
total += (item.price / 2) * $game_party.sell_item_number(item.id)
else
total += item.price * $game_party.temp_item_number(item.id)
end
when RPG::Weapon
if @access == 'sell'
total += (item.price / 2) * $game_party.sell_weapon_number(item.id)
else
total += item.price * $game_party.temp_weapon_number(item.id)
end
when RPG::Armor
if @access == 'sell'
total += (item.price / 2) * $game_party.sell_armor_number(item.id)
else
total += item.price * $game_party.temp_armor_number(item.id)
end
end
end
end
return total
end
#--------------------------------------------------------------------------
# * Add_Items
#--------------------------------------------------------------------------
def add_items
if @item_max > 0
for i in 0...@item_max
item = @data[i]
case item
when RPG::Item
$game_party.gain_item(item.id, $game_party.temp_item_number(item.id))
when RPG::Weapon
$game_party.gain_weapon(item.id, $game_party.temp_weapon_number(item.id))
when RPG::Armor
$game_party.gain_armor(item.id,$game_party.temp_armor_number(item.id))
end
end
end
empty_list
end
#--------------------------------------------------------------------------
# * sell_items
#--------------------------------------------------------------------------
def sell_items
if @item_max > 0
for i in 0...@item_max
item = @data[i]
case item
when RPG::Item
$game_party.lose_item(item.id, $game_party.sell_item_number(item.id))
when RPG::Weapon
$game_party.lose_weapon(item.id, $game_party.sell_weapon_number(item.id))
when RPG::Armor
$game_party.lose_armor(item.id,$game_party.sell_armor_number(item.id))
end
end
end
empty_list
end
#--------------------------------------------------------------------------
# * Empty_List
#--------------------------------------------------------------------------
def empty_list
if @item_max > 0
for i in 0...@item_max
item = @data[i]
case item
when RPG::Item
if @access == 'sell'
$game_party.gain_sell_item(item.id, $game_party.sell_item_number(item.id)*-1)
else
$game_party.gain_temp_item(item.id, $game_party.temp_item_number(item.id)*-1)
end
when RPG::Weapon
if @access == 'sell'
$game_party.gain_sell_weapon(item.id, $game_party.sell_weapon_number(item.id)*-1)
else
$game_party.gain_temp_weapon(item.id, $game_party.temp_weapon_number(item.id)*-1)
end
when RPG::Armor
if @access == 'sell'
$game_party.gain_sell_armor(item.id,$game_party.sell_armor_number(item.id)*-1)
else
$game_party.gain_temp_armor(item.id,$game_party.temp_armor_number(item.id)*-1)
end
end
end
end
$game_system.have_temp_item = 0
end
end
#------------------------------------------------------------------------------
# ** Window Horizontal Command
#------------------------------------------------------------------------------
class Window_HorizCommand < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(commands, width = 640, height = 64)
super(0, 0, width, height)
self.contents = Bitmap.new(width - 32, height - 32)
@commands = commands
@item_max = @commands.size
@column_max = @commands.size
refresh
self.index = 0
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@item_max
draw_item(i, normal_color)
end
end
#--------------------------------------------------------------------------
# * Draw Item
#--------------------------------------------------------------------------
def draw_item(index, color)
self.contents.font.color = color
x = width / @item_max * index
off = width / @item_max - 32
self.contents.draw_text(x, 0, off, 32, @commands[index], 1)
end
#--------------------------------------------------------------------------
# * Disable Item
#--------------------------------------------------------------------------
def disable_item(index)
draw_item(index, disabled_color)
end
end
#------------------------------------------------------------------------------
# ** Window Shop Total
#------------------------------------------------------------------------------
class Window_ShopTotal < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(total_ammount, total_price, access)
@total_ammount = total_ammount
@total_price = total_price
@access = access
super(585, 369, 240, 128)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.contents.font.name = "Bangkok"
self.contents.font.color = normal_color
self.contents.font.size = 14
if Font.method_defined? :outline=
self.contents.font.outline = true
end
self.contents.draw_text(4, 0, 160, 24, "Количество:")
self.contents.draw_text(100, 0, 160, 24, @total_ammount.to_s, 2)
self.contents.draw_text(4, 14, 160, 24, "Цена:")
self.contents.draw_text(100, 14, 160, 24, @total_price.to_s, 2)
self.contents.draw_text(156, 14, 32, 24, $data_system.words.gold, 2)
unless @access == 'sell'
self.contents.draw_text(4, 28, 160, 24, "В кошельке:")
self.contents.draw_text(100, 28, 160, 24, $game_party.gold.to_s)
self.contents.draw_text(156, 28, 32, 24, $data_system.words.gold, 2)
end
end
end
#------------------------------------------------------------------------------
# ** Window Shop Number (Text Removal)
#------------------------------------------------------------------------------
class Window_ShopNumber < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 128, 368, 200)
self.contents = Bitmap.new(width - 32, height - 32)
@item = nil
@max = 1
@price = 0
@number = 1
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_item_name(@item, 36, 64)
self.contents.font.color = normal_color
self.contents.draw_text(64, 96, 32, 32, "×")
self.contents.draw_text(100, 96, 24, 32, @number.to_s, 2)
self.cursor_rect.set(96, 96, 32, 32)
end
end
#------------------------------------------------------------------------------
# ** Window_Help2
#------------------------------------------------------------------------------
class Window_Help2 < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 490, 64)
self.contents = Bitmap.new(width - 32, height - 32)
end
#--------------------------------------------------------------------------
# * Set Text
#--------------------------------------------------------------------------
def set_text(text, align = 0)
if text != @text or align != @align
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, self.width - 40, 32, text, align)
@text = text
@align = align
@actor = nil
end
self.visible = true
end
end
#------------------------------------------------------------------------------
# ** Window_Help3
#------------------------------------------------------------------------------
class Window_Help3 < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 368, 64)
self.contents = Bitmap.new(width - 32, height - 32)
end
#--------------------------------------------------------------------------
# * Set Text
#--------------------------------------------------------------------------
def set_text(text, align = 0)
if text != @text or align != @align
self.contents.clear
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, self.width - 40, 32, text, align)
@text = text
@align = align
@actor = nil
end
self.visible = true
end
end
#--------------------------------------------------------------------------
# ** Game_Party
#--------------------------------------------------------------------------
class Game_Party
alias vpcdmd_initialize initialize
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
vpcdmd_initialize
@temp_items = {}
@temp_weapons = {}
@temp_armors = {}
@sell_items = {}
@sell_weapons = {}
@sell_armors = {}
end
#--------------------------------------------------------------------------
# * Get Number of Items Possessed
#--------------------------------------------------------------------------
def temp_item_number(item_id)
return @temp_items.include?(item_id) ? @temp_items[item_id] : 0
end
#--------------------------------------------------------------------------
# * Get Number of Weapons Possessed
#--------------------------------------------------------------------------
def temp_weapon_number(weapon_id)
return @temp_weapons.include?(weapon_id) ? @temp_weapons[weapon_id] : 0
end
#--------------------------------------------------------------------------
# * Get Amount of Armor Possessed
#--------------------------------------------------------------------------
def temp_armor_number(armor_id)
return @temp_armors.include?(armor_id) ? @temp_armors[armor_id] : 0
end
#--------------------------------------------------------------------------
# * Gain Items (or lose)
#--------------------------------------------------------------------------
def gain_temp_item(item_id, n)
if item_id > 0
@temp_items[item_id] = [[temp_item_number(item_id) + n, 0].max, 99].min
end
end
#--------------------------------------------------------------------------
# * Gain Weapons (or lose)
#--------------------------------------------------------------------------
def gain_temp_weapon(weapon_id, n)
if weapon_id > 0
@temp_weapons[weapon_id] = [[temp_weapon_number(weapon_id) + n, 0].max, 99].min
end
end
#--------------------------------------------------------------------------
# * Gain Armor (or lose)
#--------------------------------------------------------------------------
def gain_temp_armor(armor_id, n)
if armor_id > 0
@temp_armors[armor_id] = [[temp_armor_number(armor_id) + n, 0].max, 99].min
end
end
#--------------------------------------------------------------------------
# * Get Number of Items Possessed
#--------------------------------------------------------------------------
def sell_item_number(item_id)
return @sell_items.include?(item_id) ? @sell_items[item_id] : 0
end
#--------------------------------------------------------------------------
# * Get Number of Weapons Possessed
#--------------------------------------------------------------------------
def sell_weapon_number(weapon_id)
return @sell_weapons.include?(weapon_id) ? @sell_weapons[weapon_id] : 0
end
#--------------------------------------------------------------------------
# * Get Amount of Armor Possessed
#--------------------------------------------------------------------------
def sell_armor_number(armor_id)
return @sell_armors.include?(armor_id) ? @sell_armors[armor_id] : 0
end
#--------------------------------------------------------------------------
# * Gain Items (or lose)
#--------------------------------------------------------------------------
def gain_sell_item(item_id, n)
if item_id > 0
@sell_items[item_id] = [[sell_item_number(item_id) + n, 0].max, 99].min
end
end
#--------------------------------------------------------------------------
# * Gain Weapons (or lose)
#--------------------------------------------------------------------------
def gain_sell_weapon(weapon_id, n)
if weapon_id > 0
@sell_weapons[weapon_id] = [[sell_weapon_number(weapon_id) + n, 0].max, 99].min
end
end
#--------------------------------------------------------------------------
# * Gain Armor (or lose)
#--------------------------------------------------------------------------
def gain_sell_armor(armor_id, n)
if armor_id > 0
@sell_armors[armor_id] = [[sell_armor_number(armor_id) + n, 0].max, 99].min
end
end
end
#--------------------------------------------------------------------------
# ** Game_System
#--------------------------------------------------------------------------
class Game_System
attr_accessor :in_shop
attr_accessor :have_temp_item
attr_accessor :have_sell_item
alias vpcdmd_initialize initialize
#--------------------------------------------------------------------------
# * Initialization
#--------------------------------------------------------------------------
def initialize
vpcdmd_initialize
@in_shop = 0
@have_temp_item = 0
@have_sell_item = 0
end
#--------------------------------------------------------------------------
# * In_Shop
#--------------------------------------------------------------------------
def in_shop
return @in_shop
end
#--------------------------------------------------------------------------
# * Have_Temp_Item
#--------------------------------------------------------------------------
def have_temp_item
return @have_temp_item
end
#--------------------------------------------------------------------------
# * Have_Sell_Item
#--------------------------------------------------------------------------
def have_sell_item
return @have_sell_item
end
end Интерфейс первого магазина: ВНИМАНИЕ: Спойлер! [ Нажмите, чтобы развернуть ][ Нажмите, чтобы скрыть ] #===============================================================================
# ** Shop (First)
#-------------------------------------------------------------------------------
# Shop_First
#-------------------------------------------------------------------------------
module SHOP101
#Transition Time.
LADY_TT = 10
#Transition Type(Name).
LADY_TTT = ""
# Set Maximum
VST = 250
end
$ladyscript = {} if $ladyscript == nil
$ladyscript["Shop_1"] = true
##################
# Window_Shop101 #
##################
class Window_Shop101 < Window_Base
def initialize
super(0, 0, 820, 620)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
refresh
end
def refresh
self.contents.clear
self.contents.font.name = "Bangkok"
back = RPG::Cache.picture("Shop1_Interface")
self.contents.blt(-14, -18, back, Rect.new(0, 0, back.width, back.height))
equip = RPG::Cache.icon('Slot_Shop')
self.contents.font.size = 14
draw_item_text($data_weapons[1], 59, 9)
self.contents.blt(5, 11, equip, Rect.new(0, 0, equip.width, equip.height))
draw_item_icon($data_weapons[1], 5, 11)
self.contents.draw_text(90, 34, 88, 32, $data_weapons[1].price.to_s, 2)
self.contents.font.size = 14
draw_item_text($data_weapons[2], 59, 69)
self.contents.blt(5, 71, equip, Rect.new(0, 0, equip.width, equip.height))
draw_item_icon($data_weapons[2], 5, 71)
self.contents.draw_text(90, 95, 88, 32, $data_weapons[2].price.to_s, 2)
self.contents.font.size = 14
draw_item_text($data_weapons[3], 59, 129)
self.contents.blt(5, 131, equip, Rect.new(0, 0, equip.width, equip.height))
draw_item_icon($data_weapons[3], 5, 131)
self.contents.draw_text(90, 155, 88, 32, $data_weapons[3].price.to_s, 2)
self.contents.font.size = 14
draw_item_text($data_weapons[4], 59, 189)
self.contents.blt(5, 191, equip, Rect.new(0, 0, equip.width, equip.height))
draw_item_icon($data_weapons[4], 5, 191)
self.contents.draw_text(90, 215, 88, 32, $data_weapons[4].price.to_s, 2)
self.contents.font.size = 14
draw_item_text($data_weapons[5], 59, 249)
self.contents.blt(5, 251, equip, Rect.new(0, 0, equip.width, equip.height))
draw_item_icon($data_weapons[5], 5, 251)
self.contents.draw_text(90, 275, 88, 32, $data_weapons[5].price.to_s, 2)
self.contents.font.size = 14
draw_item_text($data_weapons[6], 59, 309)
self.contents.blt(5, 311, equip, Rect.new(0, 0, equip.width, equip.height))
draw_item_icon($data_weapons[6], 5, 311)
self.contents.draw_text(90, 335, 88, 32, $data_weapons[6].price.to_s, 2)
self.contents.font.size = 14
draw_item_text($data_weapons[7], 59, 369)
self.contents.blt(5, 371, equip, Rect.new(0, 0, equip.width, equip.height))
draw_item_icon($data_weapons[7], 5, 371)
self.contents.draw_text(90, 395, 88, 32, $data_weapons[7].price.to_s, 2)
self.contents.font.size = 14
draw_item_text($data_weapons[8], 59, 429)
self.contents.blt(5, 431, equip, Rect.new(0, 0, equip.width, equip.height))
draw_item_icon($data_weapons[8], 5, 431)
self.contents.draw_text(90, 455, 88, 32, $data_weapons[8].price.to_s, 2)
self.contents.font.size = 14
draw_item_text($data_weapons[9], 59, 489)
self.contents.blt(5, 491, equip, Rect.new(0, 0, equip.width, equip.height))
draw_item_icon($data_weapons[9], 5, 491)
self.contents.draw_text(90, 515, 88, 32, $data_weapons[9].price.to_s, 2)
self.contents.font.size = 14
draw_item_text($data_weapons[10], 249, 9)
self.contents.blt(194, 11, equip, Rect.new(0, 0, equip.width, equip.height))
draw_item_icon($data_weapons[10], 194, 11)
self.contents.draw_text(279, 34, 88, 32, $data_weapons[10].price.to_s, 2)
self.contents.font.size = 14
draw_item_text($data_weapons[11], 249, 69)
self.contents.blt(194, 71, equip, Rect.new(0, 0, equip.width, equip.height))
draw_item_icon($data_weapons[11], 194, 71)
self.contents.draw_text(279, 95, 88, 32, $data_weapons[11].price.to_s, 2)
self.contents.font.size = 14
draw_item_text($data_weapons[12], 249, 129)
self.contents.blt(194, 131, equip, Rect.new(0, 0, equip.width, equip.height))
draw_item_icon($data_weapons[12], 194, 131)
self.contents.draw_text(279, 155, 88, 32, $data_weapons[12].price.to_s, 2)
self.contents.font.size = 14
draw_item_text($data_weapons[13], 249, 189)
self.contents.blt(194, 191, equip, Rect.new(0, 0, equip.width, equip.height))
draw_item_icon($data_weapons[13], 194, 191)
self.contents.draw_text(279, 215, 88, 32, $data_weapons[13].price.to_s, 2)
self.contents.font.size = 14
self.contents.blt(194, 251, equip, Rect.new(0, 0, equip.width, equip.height))
self.contents.font.size = 14
self.contents.blt(194, 311, equip, Rect.new(0, 0, equip.width, equip.height))
self.contents.font.size = 14
self.contents.blt(194, 371, equip, Rect.new(0, 0, equip.width, equip.height))
self.contents.font.size = 14
self.contents.blt(194, 431, equip, Rect.new(0, 0, equip.width, equip.height))
self.contents.font.size = 14
self.contents.blt(194, 491, equip, Rect.new(0, 0, equip.width, equip.height))
self.contents.font.size = 14
self.contents.blt(383, 11, equip, Rect.new(0, 0, equip.width, equip.height))
self.contents.font.size = 14
self.contents.blt(383, 71, equip, Rect.new(0, 0, equip.width, equip.height))
self.contents.font.size = 14
self.contents.blt(383, 131, equip, Rect.new(0, 0, equip.width, equip.height))
self.contents.font.size = 14
self.contents.blt(383, 191, equip, Rect.new(0, 0, equip.width, equip.height))
self.contents.font.size = 14
self.contents.blt(383, 251, equip, Rect.new(0, 0, equip.width, equip.height))
self.contents.font.size = 14
self.contents.blt(383, 311, equip, Rect.new(0, 0, equip.width, equip.height))
self.contents.font.size = 14
self.contents.blt(383, 371, equip, Rect.new(0, 0, equip.width, equip.height))
end
end
##################
# Window_Shop101 #
##################
class Window_ShopChecker < Window_Base
def initialize
super(0, 0, 820, 620)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 0
refresh
end
def refresh
self.contents.clear
checker = RPG::Cache.picture("Shop_Checker")
self.contents.blt(0, 5, checker, Rect.new(0, 0, checker.width, checker.height))
end
end
################
# Scene_Shop101#
################
class Scene_Shop101
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
@item_index = 0
@row = @item_index / 9
@col = @item_index % 3
end
def main
@map_battleback = Spriteset_Map.new
@map_battleback.delete_characters if REMOVE_CLASSES.size > 0
@shop_window = Window_Shop101.new
@shopping_cart = Window_ShoppingCart.new(@access)
@shopping_cart.active = false
@shopping_cart.opacity = 0
@total_ammount = @shopping_cart.get_total_ammount
@total_price = @shopping_cart.get_total_price
@shoptotal_window = Window_ShopTotal.new(@total_ammount, @total_price, @access)
@shoptotal_window.opacity = 0
@shopchecker = Window_ShopChecker.new
Graphics.transition(SHOP101::LADY_TT, "Graphics/Transitions/" + SHOP101::LADY_TTT)
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
for i in 0..30
Graphics.update
end
Graphics.freeze
@map_battleback.dispose
@shop_window.dispose
@shopping_cart.dispose
@shoptotal_window.dispose
@shopchecker.dispose
end
def update
if Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@col += 1
@shopchecker.x += 189
if @col == 3
@col = 0
@shopchecker.x -= 567
end
if @col == 2
if @row > 6
@col = 0
@shopchecker.x -= 378
end
end
@item_index = 3 * @row + @col
return
end
if Input.trigger?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@col -= 1
@shopchecker.x -= 189
if @col == -1
@col = 2
@shopchecker.x += 567
end
if @col == 2
if @row > 6
@col = 1
@shopchecker.x -= 189
end
end
@item_index = 3 * @row + @col
return
end
if Input.trigger?(Input::UP)
$game_system.se_play($data_system.cursor_se)
@row -= 1
@shopchecker.y -= 60
if @row == -1
if @col != 2
@row = 8
@shopchecker.y += 540
else
@row = 6
@shopchecker.y += 420
end
end
@item_index = 9 * @row + @col
if @col == 2
@item_index = 7 * @row + @col
end
return
end
if Input.trigger?(Input::DOWN)
$game_system.se_play($data_system.cursor_se)
@row += 1
@shopchecker.y += 60
if @row == 9
@row = 0
@shopchecker.y -= 540
end
if @col == 2
if @row > 6
@row = 0
@shopchecker.y -= 420
end
end
@item_index = 9 * @row + @col
if @col == 2
@item_index = 7 * @row + @col
end
return
end
end
if Input.trigger?(Input::Key['Enter'])
$scene = Scene_Modern_Shop.new($data_weapons[1])
end
if Input.trigger?(Input::Key['Escape'])
$scene = Scene_cshop.new
end
end |
Проект-HtMaL(AG47)-
NST: Серьёзные недоработки в активном интерфейсе. PST: Системный сбой. Критическое состояние. PDT: Анонс маловероятен. Yin
Последнее редактирование: 13.05.2013 20:59 от Yin.
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[RMXP] -HtMaL(AG47)- (Test Name) 18.05.2013 19:30 #3824
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Продолжаю развивать навык понимания логики скриптов.
И сразу пара вопросов: 1) Какая сцена у магазина должна запускаться первой? Было предположение, что "Scene_Modern_Shop". Однако при её создании нужно передать ссылку на предмет. Какой предмет туда передается? Также попробовал "Scene_Shop101". И тут возник 2-й вопрос. 2) Что-за константа "REMOVE_CLASSES"? |
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[RMXP] -HtMaL(AG47)- (Test Name) 18.05.2013 20:33 #3825
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1) Scene_Shop101.
2) REMOVE_CLASSES используется мной для удаления чарсетов с изображения заднего плана. Код взят из ToA, Map as Battleback. ВНИМАНИЕ: Спойлер! [ Нажмите, чтобы развернуть ][ Нажмите, чтобы скрыть ] #-------------------------------------------------------------------------------
# Removal Feature
#-------------------------------------------------------------------------------
REMOVE_CLASSES = [Game_Player, Game_Event]
#==============================================================================
# Spriteset_Map
#==============================================================================
class Spriteset_Map
def delete_characters
@character_sprites.clone.each_index {|i|
if REMOVE_CLASSES.include?(@character_sprites[i].character.class)
@character_sprites[i].dispose
@character_sprites[i] = nil
end}
@character_sprites.compact!
end
end
#==============================================================================
# Spriteset_Battle
#==============================================================================
class Spriteset_Battle
alias init_map_as_battleback_later initialize
def initialize
@map_battleback = Spriteset_Map.new
@map_battleback.delete_characters if REMOVE_CLASSES.size > 0
init_map_as_battleback_later
@battleback_sprite.dispose
@battleback_sprite = nil
end
alias disp_map_as_battleback_later dispose
def dispose
@battleback_sprite = Sprite.new if @battleback_sprite == nil
if @map_battleback != nil
@map_battleback.dispose
@map_battleback = nil
end
disp_map_as_battleback_later
end
end |
Проект-HtMaL(AG47)-
NST: Серьёзные недоработки в активном интерфейсе. PST: Системный сбой. Критическое состояние. PDT: Анонс маловероятен. Yin
Последнее редактирование: 18.05.2013 20:34 от Yin.
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[RMXP] -HtMaL(AG47)- (Test Name) 10.12.2013 13:17 #4768
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Что-то давно не было никаких новостей о проекте. Как успехи? Все ли в порядке? Разобрались с тем вопросом?
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[RMXP] -HtMaL(AG47)- (Test Name) 11.12.2013 17:45 #4774
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К сожалению, на нынешний момент я столкнулась с рядом причин, которые требуют определённых знаний в Руби, поэтому мне довольно сложно возобновить работу над проектом вновь. Конечно, я могла бы передать все имеющиеся наработки в свободные и способные работать руки, но я думаю, что все и так слишком заняты над собственными проектами.
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Проект-HtMaL(AG47)-
NST: Серьёзные недоработки в активном интерфейсе. PST: Системный сбой. Критическое состояние. PDT: Анонс маловероятен. Yin
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[RMXP] -HtMaL(AG47)- (Test Name) 12.12.2013 18:48 #4783
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ЭТо всегда самое простое, взять и переложить ответственность за проект на кого-нибудь другого, хотя на самом деле проект твой. Ты права, сейчас действительно совершенно нет времени приводить наработки в порядок, но в то же время я бы не советовала бы забрасывать этот проект, лучше уж изучить Руби или задать конкретные вопросы, в чем именно проблема, чтобы можно было бы разобраться и помочь.
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Последнее редактирование: 12.12.2013 18:50 от AnnTenna.
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