المساعد الشخصي الرقمي

مشاهدة النسخة كاملة : [نص]RPG Maker XP استخدم أكثر من اربع شخصيات



.AJ.
25-12-2006, 08:50 AM
أولا أريد أشكر Prince of Sorrow على موضيعة الرائعه و لمساعدته لي في برنامج RPG Maker XP :biggthump

حاب أقول كنت مشغول لمده لمحاولت تصميم لعبه على هذا البرنامج لكني احتاج وقت طويل لتصميم اللعبه لان القصه طويله و انا ما راح أخلص في أي وقت قريب على أي حال :boggled: ...

السؤال أنتم جاهزين للكتابت أسكريبت-نص-؟؟ :33:
او كي الملف مرفق النص ليسمح لك استخدام اكثر من اربع اعضاء
طريقت الاستخدام قم بنسخ النص و ضعة مع النصوص فوق main و اسفل default
قم بوضعه في قسم لوحده اضغط insert على بين الاقسام في اليسار
هذا النص في البداية استبدل الرقم لتحدد عدد النهائي للاعضاء
Max_Party_Size = 8
وخلصنا ابدأ اللعبه و في القائمه الرئسيه اضغط يمين و مكنك تبديلهم.
ملاحضه لا يمكنك إضافت اكثر من اربعه اعضاء في Datebase اضفهم في القصه...

أي سؤال او مشاكل؟؟؟؟؟

PrinceOfSorrow
25-12-2006, 12:49 PM
شكرا جزيلا لك اخوي ^^
وسكربت راح أجربه ورد عليك خبر :D

.AJ.
25-12-2006, 03:21 PM
عفن!!:D
لا تنسى إنك الي ساعتني اولا التمناى أنه يعجبك

ملكة الربيع
26-12-2006, 08:26 AM
مشكور خيو على السكريبت

و ياريت لو في دروس لهالبرنامج الرائع

و شكرا مجددا

PrinceOfSorrow
26-12-2006, 11:47 AM
سكربت : Ring Menu

فقط أذهب إلى قسم Script وضع سكربت جديد فوق main
(سميه اي اسم يعجبك في بالك)
بعدها اعمل كوبي حق هذا سكربت وضعه في سكربت :


#===================================================
# ■ Ring Menu - Show Player Location - Release #1 (Enhanced By Dubealex)
#===================================================
# For more infos and update, visit:
# asylum.dubealex.com
#
# Original Ring Menu by: 和希 (From XRXS)
# Original Edit and Fix by: Maki
# Show Player Location Version by: Dubealex
#
# You can customize this script at line #35 - Have fun !!
# If you want to show more stuff, its easy to do, you can try to ask in the forum.
#
# alex@dubealex.com
#===================================================


#===================================================
# ▼ CLASS Scene_Menu Begins
#===================================================

class Scene_Menu
#--------------------------------------------------------------------------
# ?œ ƒIƒuƒWƒFƒNƒg?‰Šú‰»
# menu_index : ƒRƒ}ƒ“ƒh‚̃J?[ƒ\ƒ‹?‰ŠúˆÊ’u
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
$location_text=[]
$window_size=[]
$ring_menu_text=[]
$chara_select=[]
@window_opacity=[]
@chara_select=[]
@window_position=[]

#--------------------------------------------------------------------------------------------------
# ■ Ring Menu Customization Section: (By Dubealex)
#--------------------------------------------------------------------------------------------------
# Those variables defines how the script will act.
# Simply change the value by those you want.
# Remember that changing the font size has its limitation due to text space allocation.
#
# ▼ TEXT SETTINGS FOR SHOW PLAYER LOCATION WINDOW:
$location_text[0]="Tahoma" # Font Type
$location_text[1]=22 # Font Size
$location_text[2]=6 # Location Title Color
$location_text[4]=0 # Map Name Color
$location_text[3]="Location:" # Customize the "Location" Title Text

# ▼ SHOW LOCATION WINDOW SETTINS:
@show_location_window=true #Set to false to not use it !
@window_opacity[0]=255 # Border Opacity
@window_opacity[1]=130 # Background Opacity
$window_location_skin="001-Blue01" # Window Skin
@window_position[0]=20 # X Axis Position
@window_position[1]=20 # Y Axis Position
$window_size[0]=160 # Lengh
$window_size[1]=96 # Heigh

# ▼ TEXT SETTINGS FOR INSIDE THE RING MENU:
$ring_menu_text[0]="Tahoma" # Font Type
$ring_menu_text[7]=0 # Font Color
$ring_menu_text[8]=22 # Font Size
$ring_menu_text[1]="Items" # Items Menu Text
$ring_menu_text[2]="Skills" # Skills Menu Text
$ring_menu_text[3]="Equip" # Equip Menu Text
$ring_menu_text[4]="Stats" # Stats Menu Text
$ring_menu_text[5]="Save" # Save Menu Text
$ring_menu_text[6]="Quit" # Quit Menu Text

# ▼ CHARACTER SELECTION WINDOW SETTINGS :
@chara_select[0]=400 # X Axis Position
@chara_select[1]=0 # Y Axis Position
$chara_select[0]="Tahoma" # Font Type
$chara_select[1]=0 # Font Color
$chara_select[5]=22 # Font Size
$chara_select[2]=255 # Window Border Opacity
$chara_select[3]=130 # Window Background Opacity
$chara_select[4]="001-Blue01" # Window Skin to use
#--------------------------------------------------------------------------------------------------

end
#--------------------------------------------------------------------------
# ?œ ƒ?ƒCƒ“?ˆ—
#--------------------------------------------------------------------------
def main

# Show Player Location Feature:
if @show_location_window==true
@window_location = Window_Location.new
@window_location.x = @window_position[0]
@window_location.y = @window_position[1]
@window_location.opacity = @window_opacity[0]
@window_location.back_opacity = @window_opacity[1]
end
#End of Show Player Location

# ƒXƒvƒ‰ƒCƒgƒZƒbƒg‚ð?쐬
@spriteset = Spriteset_Map.new
# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ð?쐬
px = $game_player.screen_x - 15
py = $game_player.screen_y - 24
@command_window = Window_RingMenu.new(px,py)
@command_window.index = @menu_index
# ƒp?[ƒeƒBl”‚ª 0 l‚Ì?ê?‡
if $game_party.actors.size == 0
# ƒAƒCƒeƒ€?AƒXƒLƒ‹?A‘•”õ?AƒXƒe?[ƒ^ƒX‚𖳌ø‰»
@command_window.disable_item(0)
@command_window.disable_item(1)
@command_window.disable_item(2)
@command_window.disable_item(3)
end
@command_window.z = 100
# ƒZ?[ƒu‹ÖŽ~‚Ì?ê?‡
if $game_system.save_disabled
# ƒZ?[ƒu‚𖳌ø‚É‚·‚é
@command_window.disable_item(4)
end
# ƒXƒe?[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ð?쐬
@status_window = Window_RingMenuStatus.new
@status_window.x = @chara_select[0]
@status_window.y = @chara_select[1]
@status_window.z = 200
@status_window.opacity=$chara_select[2]
@status_window.back_opacity=$chara_select[3]
@status_window.visible = false
# ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“ŽÀ?s
Graphics.transition
# ƒ?ƒCƒ“ƒ‹?[ƒv
loop do
# ƒQ?[ƒ€‰æ–Ê‚ð?XV
Graphics.update
# “ü—Í?î•ñ‚ð?XV
Input.update
# ƒtƒŒ?[ƒ€?XV
update
# ‰æ–Ê‚ªØ‚è‘Ö‚í‚Á‚½‚烋?[ƒv‚ð’†’f
if $scene != self
break
end
end
# ƒgƒ‰ƒ“ƒWƒVƒ‡ƒ“?€”õ
Graphics.freeze
# ƒXƒvƒ‰ƒCƒgƒZƒbƒg‚ð‰ð•ú
@spriteset.dispose
# ƒEƒBƒ“ƒhƒE‚ð‰ð•ú
if @show_location_window==true
@window_location.dispose
end
@command_window.dispose
@status_window.dispose
end
#--------------------------------------------------------------------------
# ?œ ƒtƒŒ?[ƒ€?XV
#--------------------------------------------------------------------------
def update
# ƒEƒBƒ“ƒhƒE‚ð?XV
if @show_location_window==true
@window_location.update
end
@command_window.update
@status_window.update
# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚Ì?ê?‡: update_command ‚ðŒÄ‚Ô
if @command_window.active
update_command
return
end
# ƒXƒe?[ƒ^ƒXƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚Ì?ê?‡: update_status ‚ðŒÄ‚Ô
if @status_window.active
update_status
return
end
end
#--------------------------------------------------------------------------
# ?œ ƒtƒŒ?[ƒ€?XV (ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚ªƒAƒNƒeƒBƒu‚Ì?ê?‡)
#--------------------------------------------------------------------------
def update_command
# B ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽ?ê?‡
if Input.trigger?(Input::B)
# ƒLƒƒƒ“ƒZƒ‹ SE ‚ð‰‰‘t
$game_system.se_play($data_system.cancel_se)
# ƒ}ƒbƒv‰æ–ʂɐ؂è‘Ö‚¦
$scene = Scene_Map.new
return
end
# C ƒ{ƒ^ƒ“‚ª‰Ÿ‚³‚ꂽ?ê?‡
if Input.trigger?(Input::C)
# ƒp?[ƒeƒBl”‚ª 0 l‚Å?AƒZ?[ƒu?AƒQ?[ƒ€?I—¹ˆÈŠO‚̃Rƒ}ƒ“ƒh‚Ì?ê?‡
if $game_party.actors.size == 0 and @command_window.index < 4
# ƒuƒU?[ SE ‚&eth;‰‰‘t
$game_system.se_play($data_system.buzzer_se)
return
end
# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚&Igrave;ƒJ?[ƒ\ƒ‹ˆ&Ecirc;’u‚&Aring;•&ordf;Š&ograve;
case @command_window.index
when 0 # ƒAƒCƒeƒ€
# Œˆ’è SE ‚&eth;‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒAƒCƒeƒ€‰&aelig;–&Ecirc;‚&Eacute;&Oslash;‚è‘&Ouml;‚¦
$scene = Scene_Item.new
when 1 # ƒXƒLƒ‹
# Œˆ’è SE ‚&eth;‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒXƒe?[ƒ^ƒXƒEƒBƒ“ƒhƒE‚&eth;ƒAƒNƒeƒBƒu‚&Eacute;‚·‚é
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 2 # ‘•”&otilde;
# Œˆ’è SE ‚&eth;‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒXƒe?[ƒ^ƒXƒEƒBƒ“ƒhƒE‚&eth;ƒAƒNƒeƒBƒu‚&Eacute;‚·‚é
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 3 # ƒXƒe?[ƒ^ƒX
# Œˆ’è SE ‚&eth;‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒXƒe?[ƒ^ƒXƒEƒBƒ“ƒhƒE‚&eth;ƒAƒNƒeƒBƒu‚&Eacute;‚·‚é
@command_window.active = false
@status_window.active = true
@status_window.visible = true
@status_window.index = 0
when 4 # ƒZ?[ƒu
# ƒZ?[ƒu‹&Ouml;Ž~‚&Igrave;?ê?‡
if $game_system.save_disabled
# ƒuƒU?[ SE ‚&eth;‰‰‘t
$game_system.se_play($data_system.buzzer_se)
return
end
# Œˆ’è SE ‚&eth;‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒZ?[ƒu‰&aelig;–&Ecirc;‚&Eacute;&Oslash;‚è‘&Ouml;‚¦
$scene = Scene_Save.new
when 5 # ƒQ?[ƒ€?I—¹
# Œˆ’è SE ‚&eth;‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒQ?[ƒ€?I—¹‰&aelig;–&Ecirc;‚&Eacute;&Oslash;‚è‘&Ouml;‚¦
$scene = Scene_End.new
end
return
end
# ƒAƒjƒ??[ƒVƒ‡ƒ“’†‚&Egrave;‚çƒJ?[ƒ\ƒ‹‚&Igrave;?ˆ—‚&eth;?s‚&iacute;‚&Egrave;‚¢
return if @command_window.animation?
# ?&ordf;or?© ƒ{ƒ^ƒ“‚&ordf;‰Ÿ‚³‚ꂽ?ê?‡
if Input.press?(Input::UP) or Input.press?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@command_window.setup_move_move(Window_RingMenu::MODE_MOVEL)
return
end
# ?«or?¨ ƒ{ƒ^ƒ“‚&ordf;‰Ÿ‚³‚ꂽ?ê?‡
if Input.press?(Input::DOWN) or Input.press?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@command_window.setup_move_move(Window_RingMenu::MODE_MOVER)
return
end
end
#--------------------------------------------------------------------------
# ?œ ƒtƒŒ?[ƒ€?XV (ƒXƒe?[ƒ^ƒXƒEƒBƒ“ƒhƒE‚&ordf;ƒAƒNƒeƒBƒu‚&Igrave;?ê?‡)
#--------------------------------------------------------------------------
def update_status
# B ƒ{ƒ^ƒ“‚&ordf;‰Ÿ‚³‚ꂽ?ê?‡
if Input.trigger?(Input::B)
# ƒLƒƒƒ“ƒZƒ‹ SE ‚&eth;‰‰‘t
$game_system.se_play($data_system.cancel_se)
# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚&eth;ƒAƒNƒeƒBƒu‚&Eacute;‚·‚é
@command_window.active = true
@status_window.active = false
@status_window.visible = false
@status_window.index = -1
return
end
# C ƒ{ƒ^ƒ“‚&ordf;‰Ÿ‚³‚ꂽ?ê?‡
if Input.trigger?(Input::C)
# ƒRƒ}ƒ“ƒhƒEƒBƒ“ƒhƒE‚&Igrave;ƒJ?[ƒ\ƒ‹ˆ&Ecirc;’u‚&Aring;•&ordf;Š&ograve;
case @command_window.index
when 1 # ƒXƒLƒ‹
# ‚±‚&Igrave;ƒAƒNƒ^?[‚&Igrave;?s“®§Œ&Agrave;‚&ordf; 2 ˆ&Egrave;?&atilde;‚&Igrave;?ê?‡
if $game_party.actors[@status_window.index].restriction >= 2
# ƒuƒU?[ SE ‚&eth;‰‰‘t
$game_system.se_play($data_system.buzzer_se)
return
end
# Œˆ’è SE ‚&eth;‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒXƒLƒ‹‰&aelig;–&Ecirc;‚&Eacute;&Oslash;‚è‘&Ouml;‚¦
$scene = Scene_Skill.new(@status_window.index)
when 2 # ‘•”&otilde;
# Œˆ’è SE ‚&eth;‰‰‘t
$game_system.se_play($data_system.decision_se)
# ‘•”&otilde;‰&aelig;–&Ecirc;‚&Eacute;&Oslash;‚è‘&Ouml;‚¦
$scene = Scene_Equip.new(@status_window.index)
when 3 # ƒXƒe?[ƒ^ƒX
# Œˆ’è SE ‚&eth;‰‰‘t
$game_system.se_play($data_system.decision_se)
# ƒXƒe?[ƒ^ƒX‰&aelig;–&Ecirc;‚&Eacute;&Oslash;‚è‘&Ouml;‚¦
$scene = Scene_Status.new(@status_window.index)
end
return
end
end
end

#===================================================
# ▲ CLASS Scene_Menu Ends
#===================================================


#===================================================
# ▼ CLASS Window_RingMenu Begins
#===================================================
class Window_RingMenu < Window_Base
#--------------------------------------------------------------------------
# ?› ƒNƒ‰ƒX’萔
#--------------------------------------------------------------------------
STARTUP_FRAMES = 20
MOVING_FRAMES = 5
RING_R = 64
ICON_ITEM = RPG::Cache.icon("034-Item03")
ICON_SKILL = RPG::Cache.icon("044-Skill01")
ICON_EQUIP = RPG::Cache.icon("001-Weapon01")
ICON_STATUS = RPG::Cache.icon("050-Skill07")
ICON_SAVE = RPG::Cache.icon("038-Item07")
ICON_EXIT = RPG::Cache.icon("046-Skill03")
ICON_DISABLE= RPG::Cache.icon("")
SE_STARTUP = "056-Right02"
MODE_START = 1
MODE_WAIT = 2
MODE_MOVER = 3
MODE_MOVEL = 4
#--------------------------------------------------------------------------
# ?› ƒAƒNƒZƒT
#--------------------------------------------------------------------------
attr_accessor :index
#--------------------------------------------------------------------------
# ?œ ƒIƒuƒWƒFƒNƒg?‰Š&uacute;‰»
#--------------------------------------------------------------------------
def initialize( center_x, center_y )
super(0, 0, 640, 480)
self.contents = Bitmap.new(width-32, height-32)
self.contents.font.name = $ring_menu_text[0]
self.contents.font.color = text_color($ring_menu_text[7])
self.contents.font.size = $ring_menu_text[8]
self.opacity = 0
self.back_opacity = 0
s1 = $ring_menu_text[1]
s2 = $ring_menu_text[2]
s3 = $ring_menu_text[3]
s4 = $ring_menu_text[4]
s5 = $ring_menu_text[5]
s6 = $ring_menu_text[6]
@commands = [ s1, s2, s3, s4, s5, s6 ]
@item_max = 6
@index = 0
@items = [ ICON_ITEM, ICON_SKILL, ICON_EQUIP, ICON_STATUS, ICON_SAVE, ICON_EXIT ]
@disabled = [ false, false, false, false, false, false ]
@cx = center_x - 16
@cy = center_y - 16
setup_move_start
refresh
end
#--------------------------------------------------------------------------
# ?œ ƒtƒŒ?[ƒ€?XV
#--------------------------------------------------------------------------
def update
super
refresh
end
#--------------------------------------------------------------------------
# ?œ ‰&aelig;–&Ecirc;?&Auml;•`‰&aelig;
#--------------------------------------------------------------------------
def refresh
self.contents.clear
# ƒAƒCƒRƒ“‚&eth;•`‰&aelig;
case @mode
when MODE_START
refresh_start
when MODE_WAIT
refresh_wait
when MODE_MOVER
refresh_move(1)
when MODE_MOVEL
refresh_move(0)
end
# ƒAƒNƒeƒBƒu‚&Egrave;ƒRƒ}ƒ“ƒh–¼•\Ž¦
rect = Rect.new(@cx - 272, @cy + 24, self.contents.width-32, 32)
self.contents.draw_text(rect, @commands[@index],1)
end
#--------------------------------------------------------------------------
# ?› ‰&aelig;–&Ecirc;?&Auml;•`‰&aelig;(?‰Š&uacute;‰»Žž)
#--------------------------------------------------------------------------
def refresh_start
d1 = 2.0 * Math::PI / @item_max
d2 = 1.0 * Math::PI / STARTUP_FRAMES
r = RING_R - 1.0 * RING_R * @steps / STARTUP_FRAMES
for i in 0...@item_max
j = i - @index
d = d1 * j + d2 * @steps
x = @cx + ( r * Math.sin( d ) ).to_i
y = @cy - ( r * Math.cos( d ) ).to_i
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = MODE_WAIT
end
end
#--------------------------------------------------------------------------
# ?› ‰&aelig;–&Ecirc;?&Auml;•`‰&aelig;(‘&Ograve;‹@Žž)
#--------------------------------------------------------------------------
def refresh_wait
d = 2.0 * Math::PI / @item_max
for i in 0...@item_max
j = i - @index
x = @cx + ( RING_R * Math.sin( d * j ) ).to_i
y = @cy - ( RING_R * Math.cos( d * j ) ).to_i
draw_item(x, y, i)
end
end
#--------------------------------------------------------------------------
# ?› ‰&aelig;–&Ecirc;?&Auml;•`‰&aelig;(‰&ntilde;“]Žž)
# mode : 0=”½ŽžŒv‰&ntilde;‚è 1=ŽžŒv‰&ntilde;‚è
#--------------------------------------------------------------------------
def refresh_move( mode )
d1 = 2.0 * Math::PI / @item_max
d2 = d1 / MOVING_FRAMES
d2 *= -1 if mode != 0
for i in 0...@item_max
j = i - @index
d = d1 * j + d2 * @steps
x = @cx + ( RING_R * Math.sin( d ) ).to_i
y = @cy - ( RING_R * Math.cos( d ) ).to_i
draw_item(x, y, i)
end
@steps -= 1
if @steps < 1
@mode = MODE_WAIT
end
end
#--------------------------------------------------------------------------
# ?œ ?€–&Uacute;‚&Igrave;•`‰&aelig;
# x :
# y :
# i : ?€–&Uacute;”&Ocirc;?†
#--------------------------------------------------------------------------
def draw_item(x, y, i)
#p "x=" + x.to_s + " y=" + y.to_s + " i=" + @items[i].to_s
rect = Rect.new(0, 0, @items[i].width, @items[i].height)
if @index == i
self.contents.blt( x, y, @items[i], rect )
if @disabled[@index]
self.contents.blt( x, y, ICON_DISABLE, rect )
end
else
self.contents.blt( x, y, @items[i], rect, 128 )
if @disabled[@index]
self.contents.blt( x, y, ICON_DISABLE, rect, 128 )
end
end
end
#--------------------------------------------------------------------------
# ?œ ?€–&Uacute;‚&eth;–³Œ&oslash;‚&Eacute;‚·‚é
# index : ?€–&Uacute;”&Ocirc;?†
#--------------------------------------------------------------------------
def disable_item(index)
@disabled[index] = true
end
#--------------------------------------------------------------------------
# ?› ?‰Š&uacute;‰»ƒAƒjƒ??[ƒVƒ‡ƒ“‚&Igrave;?€”&otilde;
#--------------------------------------------------------------------------
def setup_move_start
@mode = MODE_START
@steps = STARTUP_FRAMES
if SE_STARTUP != nil and SE_STARTUP != ""
Audio.se_play("Audio/SE/" + SE_STARTUP, 80, 100)
end
end
#--------------------------------------------------------------------------
# ?› ‰&ntilde;“]ƒAƒjƒ??[ƒVƒ‡ƒ“‚&Igrave;?€”&otilde;
#--------------------------------------------------------------------------
def setup_move_move(mode)
if mode == MODE_MOVER
@index -= 1
@index = @items.size - 1 if @index < 0
elsif mode == MODE_MOVEL
@index += 1
@index = 0 if @index >= @items.size
else
return
end
@mode = mode
@steps = MOVING_FRAMES
end
#--------------------------------------------------------------------------
# ?› ƒAƒjƒ??[ƒVƒ‡ƒ“’†‚©‚&Ccedil;‚¤‚©
#--------------------------------------------------------------------------
def animation?
return @mode != MODE_WAIT
end
end

#===================================================
# ▲ CLASS Window_RingMenu Ends
#===================================================


#===================================================
# ▼ CLASS Window_RingMenuStatus Begins
#===================================================

class Window_RingMenuStatus < Window_Selectable
#--------------------------------------------------------------------------
# ?œ ƒIƒuƒWƒFƒNƒg?‰Š&uacute;‰»
#--------------------------------------------------------------------------
def initialize
super(204, 64, 232, 352)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.size = $chara_select[5]
refresh
self.active = false
self.index = -1
end
#--------------------------------------------------------------------------
# ?œ ƒŠƒtƒŒƒbƒVƒ…
#--------------------------------------------------------------------------
def refresh
self.contents.clear
self.windowskin = RPG::Cache.windowskin($chara_select[4])
self.contents.font.name = $chara_select[0]
self.contents.font.color = text_color($chara_select[1])
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 80
y = 80 * i
actor = $game_party.actors[i]
draw_actor_graphic(actor, x - 40, y + 80)
draw_actor_name(actor, x, y + 24)
end
end
#--------------------------------------------------------------------------
# ?œ ƒJ?[ƒ\ƒ‹‚&Igrave;‹éŒ`?XV
#--------------------------------------------------------------------------
def update_cursor_rect
if @index < 0
self.cursor_rect.empty
else
self.cursor_rect.set(0, @index * 80, self.width - 32, 80)
end
end
end
#===================================================
# ▲ CLASS Window_RingMenuStatus Ends
#===================================================


#===================================================
# ▼ CLASS Game_Map Additional Code Begins
#===================================================
class Game_Map

#Dubealex Addition (from XRXS) to show Map Name on screen
def name
$map_infos[@map_id]
end
end

#===================================================
# ▲ CLASS Game_Map Additional Code Ends
#===================================================


#===================================================
# ▼ CLASS Scene_Title Additional Code Begins
#===================================================
class Scene_Title

#Dubealex Addition (from XRXS) to show Map Name on screen
$map_infos = load_data("Data/MapInfos.rxdata")
for key in $map_infos.keys
$map_infos[key] = $map_infos[key].name
end
end

#===================================================
# ▲ CLASS Scene_Title Additional Code Ends
#===================================================


#===================================================
# ▼ CLASS Window_Location Begins
#===================================================

class Window_Location < Window_Base

def initialize
super(0, 0, $window_size[0], $window_size[1])
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $location_text[0]
self.contents.font.size = $location_text[1]
refresh
end

def refresh
self.contents.clear
self.windowskin = RPG::Cache.windowskin($window_location_skin)
self.contents.font.color = text_color($location_text[2])
self.contents.draw_text(4, 0, 120, 32, $location_text[3])
self.contents.font.color = text_color($location_text[4])
self.contents.draw_text(4, 32, 120, 32, $game_map.name, 2)
end
end
#===================================================
# ▲ CLASS Window_Location Ends
#===================================================

#===================================================
# ▲ Ring Menu - Show Player Location R1 - Ends
#===================================================

المثال في مرفقات يا شباب + صورة حق Ring Menu

.AJ.
26-12-2006, 03:09 PM
مشكور الأخ برينس على السكريت....



مشكور خيو على السكريبت



و ياريت لو في دروس لهالبرنامج الرائع



و شكرا مجددا


اولا اقول عفون يا ملكة الربيع
فكرت الدروس حلوة بس يحتاجلها شخص غير مشغول وانا ما شغلتني غير الدراسه و الإمتحانات بعد العيد مباشرة يعني شو نسوي في الإجازة؟؟ نذاكر!!!
و الكلية كله مهام و غم و إرهاق.

في مواقع تعليم بالإنجليزي لكن
البرنامج جدا مشهور حتى انه له منتديات خاصه له وحدة لتصميم اللعبين والكتابت السكريبت و اشياء اخرى تختص فقط بالأر بي جي ميكر أكس بي لا 2k او 3k وهنا محد مهتم ابدا!!!
عل عموم راح احاول

PrinceOfSorrow
26-12-2006, 06:46 PM
في مواقع تعليم بالإنجليزي لكن
البرنامج جدا مشهور حتى انه له منتديات خاصه له وحدة لتصميم اللعبين والكتابت السكريبت و اشياء اخرى تختص فقط بالأر بي جي ميكر أكس بي لا 2k او 3k وهنا محد مهتم ابدا!!!
عل عموم راح احاول


لا ان شاء الله راح نخصص دروس مهمة عما قريب لاتقلقون ^__^
واذا على الاهتمام البركة فيكم ان شاء الله

.AJ.
26-12-2006, 08:47 PM
تابع تثبيت الاعب الأول كشخصيه رئسيه اعذرون على أخطائي الكتابيه


class Game_Party

attr_accessor :locked

alias locked_initialize initialize
def initialize
locked_initialize
@locked = [1]
end
end
class Scene_Menu

alias locked_update update
def update
if @locked_window != nil
if Input.trigger?(Input::B) or Input.trigger?(Input::C)
@locked_window.dispose
@locked_window = nil
end
return
end
locked_update
end

alias locked_update_command update_command
def update_command
if Input.trigger?(Input::B)
if $game_party.locked == [] or $game_party.actors.size <= 1 or $game_party.locked.size > 1
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
return
end
locked = $game_party.locked.clone
for i in 0...1
locked.delete($game_party.actors[i].id)
end
if locked == []
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
else
$game_system.se_play($data_system.buzzer_se)
@locked_window = Locked.new($game_actors[locked[0]])
end
return
end
locked_update_command
end

end

class Locked < Window_Base

def initialize(actor)
super(((640 - 460)/2), ((480 - 70)/2), 460, 70)
self.contents = Bitmap.new(width - 32, height - 32)
self.z = 5000
@actor = actor
refresh
end

def refresh
self.contents.clear
text = @actor.name + ' must be the first member.'
self.contents.draw_text(4, 0, 460, 32, text)
end
end

هذا سيطلب منك حين تبديل مكان الشخصيه الأولا إعادة الى مكانه

سؤال للأخت ربيع اي نوع من الدروس تفضلي؟؟؟:أفكر:

محمد1416
19-04-2007, 12:37 PM
مشكور على السكريبتات

لكن انا عندي سؤال...

شلون اقدر اخلي اللاعب يروح خريطة ثانية..؟

انا سويت خريطة ثانية بس ما عرفت اخليها من اللعبة

وللاهمية عطني ايميلك او خذ ايميلي muhammad-55@hotmail.com

.AJ.
19-04-2007, 01:00 PM
عفون :)
المهم أختر (Transfer palyer) في الصفحه الثانيه من Event commend
بعدين حدد المكان الي تريده ينتقل له

و ممكن تتفقد توقيعي فيه وصلاتين لدروس في البرنامج و فيه شرح أغلب الاوامر في البرنامج وأذا عند استفسارات اسألني في الموضوع الدروس وشكرا