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Everything posted by Bob423
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Alright, this should be everything you need for it to work right. https://dl.dropboxusercontent.com/u/79905611/Scripts.rxdata I edited it a tiny bit so you won't need any graphics.
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That worked, thanks :D Edit: Well...sorta. It will display, but only after the Window_EquipItem has been activated at least once...does that make sense? edit2: Maybe this will make more sense. It works, but it only updates in the Window_EquipItem menu. I got it to work once before, but it only showed the current equipment. Now I have the opposite problem.
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Not sure what you just said, but the reason I have it only doing it for weapons is it will display a bit differently depending on whether it's a weapon or armor. I was just doing weapons first. Once I get weapons working, the armor should be easy.
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Thanks, that worked :D I'll probably have to make a separate window for Made and Name though. And for the first problem, there apparently is something preventing me from doing that, so if you could maybe give me a way to do it that would be great. I've tried this: #=============================================================================== # Show equipment elements @item = $data_weapons[$item10.id] @item = $data_weapons[@actor.weapon_id] if @item.is_a?(RPG::Weapon) # Check elements for dummy IDs for elementa in 0...@item.element_set.size elementcheck = @item.element_set[elementa] if elementcheck < 17 # Draw Element List elementx = 300 + elementa % 2 * 80 elementy = 16 + elementa / 3 * 20 self.contents.draw_text(elementx, elementy, 120, 32, $data_system.elements[@item.element_set[elementa]]) end end # List Weapon states for statei in 0...@item.plus_state_set.size statex = 240 + statei % 3 * 130 statey = 300 + statei / 3 * 20 self.contents.draw_text(statex, statey, 120, 32, $data_states[@item.plus_state_set[statei]].name) end end # List Armor elements and states if @item.is_a?(RPG::Armor) # Check elements for dummy IDs for elementa in 0...@item.guard_element_set.size elementcheck = @item.guard_element_set[elementa] if elementcheck < 15 # Draw Element List elementx = 0 + elementa % 3 * 80 elementy = 300 + elementa / 3 * 20 self.contents.draw_text(elementx, elementy, 120, 32, $data_system.elements[@item.guard_element_set[elementa]]) end end # List Weapon states for statei in 0...@item.guard_state_set.size statex = 240 + statei % 3 * 130 statey = 300 + statei / 3 * 20 self.contents.draw_text(statex, statey, 120, 32, $data_states[@item.guard_state_set[statei]].name) end end but it doesn't work. And I probably should've mentioned that you can test the crafting system the way I have it by using: $scene = Scene_Craft.new('potion') or $scene = Scene_Craft.new('smith') The recipes might not appear right away though. If that happens, use an event or something to give you an item and it should reset or something.
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I've recolored Cleric01's hair, but the style makes him look too young and I'm terrible at editing hair. I need him to look about 30 instead of like 12 or 16. Maybe make the hair in the back more...i dunno...flat?...ish? It was either this or make mage04 look younger and that would be a pain since he looks a bit hunched over.
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Intersting Fact: Executive Order 9066 was used in the 1940's after Pearl Harbor to basically say that all Japanese are enemies. In Star Wars, the order to kill all Jedi is Order 66, and in Fullmetal Alchemist the Ishvalan War of Extermination began after Order 3066. Everyone loves referencing WWII
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So problem #1 is... I've made a shop system, with the help of black mage, that allows the player to press a button that displays a window with detailed information about the weapon or armor including elements and status effects. After finishing it, I tried to do the same with the equipment menu, but can't get anything except the stats (ATK, DEF, etc) to display. (I can PM you the relevant scripts) 2. I'm using an edited (by polraudio) version of Leon's Crafting System and neither of us can get the menu to scroll. This seems to have been a problem with the original script as well.\ Here's the script. And if someone knows how I can have 2 crafting types that can make the same items, so there can be an upgraded anvil or something with more crafting choices, that would be awesome #======================================== # Leon's Crafting System # v1.03 #------------------------------------------------------- # # Features: # By default, if the player has the items for a recipe, they will learn it. # You can set some to be triggered by events. # # Instructions: # Put below all default scripts, but above Main. # Follow the examples in the module, and put in the numbers where needed. # it is the easiest way to make it usable without too much coding. # # To make an item so an event must be triggered: # Add the ID number to the right area. The right area for: # Items: Item_Event_Triggered = [] # Weapons: Weapon_Event_Triggered = [] # Armors: Armor_Event_Triggered = [] # # If the item is evented, and needs to be added to the list, use this in call script # (without the 'For Items', 'For Weapons', and 'For Armors'): # For items: # $game_party.event_item.push(item_id) # $game_party.compile # # For weapons: # $game_party.event_weapon.push(weapon_id) # $game_party.compile # # For armors: # $game_party.event_armor.push(armor_id) # $game_party.compile # # If you want each item to be added via 'recipe': # Set each item to be 'evented'. # To add them, use this in call script (without the 'For Items', 'For Weapons', and 'For Armors'): # For Items: # $game_party.item_recipe_availible.push(item_id) # $game_party.item_recipes_made[item_id] = 0 # For Weapons: # $game_party.weapon_recipe_availible.push(weapon_id) # $game_party.weapon_recipes_made[weapon_id] = 0 # For Armors: # $game_party.armor_recipe_availible.push(armor_id) # $game_party.armor_recipes_made[armor_id] = 0 # # # # Additional Information: # If you are having troubles with the Craft_Item_Comp, Craft_Weapon_Comp, and # Craft_Armor_Comp: # The way it is set up is: # Craft_Item_Comp = { # item.id => [[item_id, item_type, number_needed], [item_id, item_type, number_needed]] # } # Make sure you have it set up like that, and you can have many more than that. Also, as stated # below, the item_types are: 0-item, 1-weapon, 2-armor # #======================================== #======================================== # module Craft_Items # Notes: # item.types are: 0-item, 1-weapon, 2-armor #======================================== module Craft_Items #--------------------------------------------- # Recipes for Items # Craft_Item_Comp = {item_id => [[item.id, item.type, # needed], etc...] #--------------------------------------------- Craft_Item_Comp = { #---------------# # Potion Maker Items #---------------# # HP and MP items 4 => [[21,0,1],[3, 0,10],[57,0, 1]], # Full Potion 7 => [[21,0,1],[6, 0,10],[58,0, 1]], # Full Ether 8 => [[21,0,1],[4, 0, 1],[7, 0, 1],[57,0,1], # Elixir [58,0,1]], 9 => [[21,0,1],[4, 0, 3],[7, 0, 3],[57,0,3], # Elixir-All [58,0,3],[78,0,1]], 11=> [[21,0,1],[10,0, 3],[57,0, 1],[78,0,1]],# Revive All 12=> [[21,0,1],[10,0, 2],[57,0, 2],[78,0,1]],# Full Revive # Special Potions 22=> [[21,0,1],[59,0,10],[56,0,10]], # Warrior's Potion 23=> [[21,0,1],[60,0,10],[55,0,10]], # Wizard's Potion 24=> [[21,0,1],[56,0,10],[55,0,10]], # Guardian's Potion 25=> [[21,0,1],[61,0,10],[62,0,10]], # Hunter's Potion 26=> [[21,0,1],[61,0,15],[62,0, 5]], # Speed Potion # Crystals and stuff 63=> [[37,0,1],[13,0,30]], # Poison Stone #-------------# # Blacksmith Items #-------------# 28 => [[27,0,1], [40,0,1]], # Steel } #--------------------------------------------- # Recipes for Weapons # Craft_Weapon_Comp = {weapon_id => [[item.id, item.type, # needed], etc...] #--------------------------------------------- Craft_Weapon_Comp = { # Weapons - Iron, Steel, Titanium, Iridium 3 => [[27, 0, 2],[44, 0, 1]], # Iron Sword 16 => [[28, 0, 2],[44, 0, 1]], # Steel Sword 17 => [[16, 1, 1],[28, 0, 1]], # Steel Sword + 18 => [[16, 1, 1],[46, 0, 1]], # Steel Sword F # Weapons - Diamond, Mythril, Adamantite, Orichalcum } #--------------------------------------------- # Recipes for Armors # Craft_Armor_Comp = {Armor_id => [[item.id, item.type, # needed], etc...] #--------------------------------------------- Craft_Armor_Comp = { # Armor - Leather+ 3 => [[44, 0, 6]], # Leather Armor # Armor - Diamond+ # Accessories } #--------------------------------------------- # Item_Craft_Type = { item_id => 'craft_area' # types: 'alchemy', 'anvil', 'oven' #--------------------------------------------- Item_Craft_Type = { # Potions 4 => 'potion', 7 => 'potion', 8 => 'potion', 9 => 'potion',11 => 'potion', 12=> 'potion',22 => 'potion',23 => 'potion',24 => 'potion',25 => 'potion', 26=> 'potion',54 => 'potion',55 => 'potion',56 => 'potion',57 => 'potion', 58=> 'potion',59 => 'potion',60 => 'potion',61 => 'potion',62 => 'potion', 63=> 'potion',64 => 'potion',65 => 'potion',66 => 'potion',67 => 'potion', 68=> 'potion',69 => 'potion',70 => 'potion',71 => 'potion',72 => 'potion', 73=> 'potion',74 => 'potion',75 => 'potion',76 => 'potion',77 => 'potion', 78=> 'potion',79 => 'potion',80 => 'potion',81 => 'potion',82 => 'potion', 83=> 'potion',84 => 'potion',85 => 'potion', # Blacksmith 28 => 'smith', } #--------------------------------------------- Weapon_Craft_Type = { 2 => 'lion',3 => 'smith',16 => 'smith', 17 => 'smith', 18 => 'smith',19 => 'smith',20 => 'smith',21 => 'smith',22 => 'smith', 23 => 'smith',24 => 'smith',25 => 'smith',26 => 'smith',27 => 'smith', 28 => 'smith',29 => 'smith',30 => 'smith',31 => 'smith',32 => 'smith', 33 => 'smith',34 => 'smith',35 => 'smith',36 => 'smith',37 => 'smith', } #--------------------------------------------- # Blacksmith Armor_Craft_Type = { 3 => 'smith', } #--------------------------------------------- # Blacksmith #--------------------------------------------- # Tells which item recipes are evented. # Item_Event_Triggered = [id1, id2...etc] #--------------------------------------------- Item_Event_Triggered = [] #--------------------------------------------- # Tells which weapon recipes are evented. # Weapon_Event_Triggered = [id1, id2...etc] #--------------------------------------------- Weapon_Event_Triggered = [] #--------------------------------------------- # Tells which armor recipes are evented. # Armor_Event_Triggered = [id1, id2...etc] #--------------------------------------------- Armor_Event_Triggered = [] end #======================================== # END module Craft_Items #======================================== #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # Game_Party #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ class Game_Party alias leon_cs_gameparty_initialize initialize alias leon_cs_gameparty_gainitem gain_item alias leon_cs_gameparty_gainweapon gain_weapon alias leon_cs_gameparty_gainarmor gain_armor attr_accessor :item_recipes_made attr_accessor :item_recipe_availible attr_accessor :weapon_recipes_made attr_accessor :weapon_recipe_availible attr_accessor :armor_recipes_made attr_accessor :armor_recipe_availible attr_accessor :event_item attr_accessor :event_weapon attr_accessor :event_armor def initialize #------------------------------------------------ # Used to record what items have been made. #------------------------------------------------ @item_recipes_made = {} #------------------------------------------------ # Used to show availible item recipes. #------------------------------------------------ @item_recipe_availible = [] #------------------------------------------------ # Used to record what items have been made. #------------------------------------------------ @weapon_recipes_made = {} #------------------------------------------------ # Used to show availible item recipes. #------------------------------------------------ @weapon_recipe_availible = [] #------------------------------------------------ # Used to record what items have been made. #------------------------------------------------ @armor_recipes_made = {} #------------------------------------------------ # Used to show availible item recipes. #------------------------------------------------ @armor_recipe_availible = [] #------------------------------------------------ # Shows which ones need triggered events #------------------------------------------------ @event_item = [] @event_weapon = [] @event_armor = [] leon_cs_gameparty_initialize end def gain_item(item_id, n) leon_cs_gameparty_gainitem(item_id, n) compile end def gain_weapon(weapon_id, n) leon_cs_gameparty_gainweapon(weapon_id, n) compile end def gain_armor(armor_id, n) leon_cs_gameparty_gainarmor (armor_id, n) compile end def compile ci = Craft_Items for i in 0...ci::Craft_Item_Comp.keys.size @counter = 0 for j in 0...ci::Craft_Item_Comp[ci::Craft_Item_Comp.keys[i]].size case ci::Craft_Item_Comp[ci::Craft_Item_Comp.keys[i]][j][1] when 0 item = ci::Craft_Item_Comp[ci::Craft_Item_Comp.keys[i]][j][0] if @items.keys.include?(item) and @items[item] >= ci::Craft_Item_Comp[ci::Craft_Item_Comp.keys[i]][j][2] @counter += 1 end when 1 item = ci::Craft_Item_Comp[ci::Craft_Item_Comp.keys[i]][j][0] if @weapons.keys.include?(item) and @weapons[item] >= ci::Craft_Item_Comp[ci::Craft_Item_Comp.keys[i]][j][2] @counter += 1 end when 2 item = ci::Craft_Item_Comp[ci::Craft_Item_Comp.keys[i]][j][0] if @armors.keys.include?(item) and @armors[item] >= ci::Craft_Item_Comp[ci::Craft_Item_Comp.keys[i]][j][2] @counter += 1 end end if @counter == ci::Craft_Item_Comp[ci::Craft_Item_Comp.keys[i]].size unless @item_recipe_availible.include?(ci::Craft_Item_Comp.keys[i]) if ci::Item_Event_Triggered.include?(ci::Craft_Item_Comp.keys[i]) if @event_item.include?(ci::Craft_Item_Comp.keys[i]) @item_recipe_availible.push(ci::Craft_Item_Comp.keys[i]) @item_recipes_made[ci::Craft_Item_Comp.keys[i]] = 0 return end else @item_recipe_availible.push(ci::Craft_Item_Comp.keys[i]) @item_recipes_made[ci::Craft_Item_Comp.keys[i]] = 0 end end end end end for i in 0...ci::Craft_Weapon_Comp.keys.size @counter = 0 for j in 0...ci::Craft_Weapon_Comp[ci::Craft_Weapon_Comp.keys[i]].size case ci::Craft_Weapon_Comp[ci::Craft_Weapon_Comp.keys[i]][j][1] when 0 item = ci::Craft_Weapon_Comp[ci::Craft_Weapon_Comp.keys[i]][j][0] if @items.keys.include?(item) and @items[item] >= ci::Craft_Weapon_Comp[ci::Craft_Weapon_Comp.keys[i]][j][2] @counter += 1 end when 1 item = ci::Craft_Weapon_Comp[ci::Craft_Weapon_Comp.keys[i]][j][0] if @weapons.keys.include?(item) and @weapons[item] >= ci::Craft_Weapon_Comp[ci::Craft_Weapon_Comp.keys[i]][j][2] @counter += 1 end when 2 item = ci::Craft_Weapon_Comp[ci::Craft_Weapon_Comp.keys[i]][j][0] if @armors.keys.include?(item) and @armors[item] >= ci::Craft_Weapon_Comp[ci::Craft_Weapon_Comp.keys[i]][j][2] @counter += 1 end end if @counter == ci::Craft_Weapon_Comp[ci::Craft_Weapon_Comp.keys[i]].size unless @weapon_recipe_availible.include?(ci::Craft_Weapon_Comp.keys[i]) if ci::Weapon_Event_Triggered.include?(ci::Craft_Weapon_Comp.keys[i]) if @event_weapon.include?(ci::Craft_Weapon_Comp.keys[i]) @weapon_recipe_availible.push(ci::Craft_Weapon_Comp.keys[i]) @weapon_recipes_made[ci::Craft_Weapon_Comp.keys[i]] = 0 return end else @weapon_recipe_availible.push(ci::Craft_Weapon_Comp.keys[i]) @weapon_recipes_made[ci::Craft_Weapon_Comp.keys[i]] = 0 end end end end end for i in 0...ci::Craft_Armor_Comp.keys.size @counter = 0 for j in 0...ci::Craft_Armor_Comp[ci::Craft_Armor_Comp.keys[i]].size case ci::Craft_Armor_Comp[ci::Craft_Armor_Comp.keys[i]][j][1] when 0 item = ci::Craft_Armor_Comp[ci::Craft_Armor_Comp.keys[i]][j][0] if @items.keys.include?(item) and @items[item] >= ci::Craft_Armor_Comp[ci::Craft_Armor_Comp.keys[i]][j][2] @counter += 1 end when 1 item = ci::Craft_Armor_Comp[ci::Craft_Armor_Comp.keys[i]][j][0] if @weapons.keys.include?(item) and @weapons[item] >= ci::Craft_Armor_Comp[ci::Craft_Armor_Comp.keys[i]][j][2] @counter += 1 end when 2 item = ci::Craft_Armor_Comp[ci::Craft_Armor_Comp.keys[i]][j][0] if @armors.keys.include?(item) and @armors[item] >= ci::Craft_Armor_Comp[ci::Craft_Armor_Comp.keys[i]][j][2] @counter += 1 end end if @counter == ci::Craft_Armor_Comp[ci::Craft_Armor_Comp.keys[i]].size unless @armor_recipe_availible.include?(ci::Craft_Armor_Comp.keys[i]) if ci::Armor_Event_Triggered.include?(ci::Craft_Armor_Comp.keys[i]) if @event_armor.include?(ci::Craft_Armor_Comp.keys[i]) @armor_recipe_availible.push(ci::Craft_Armor_Comp.keys[i]) @armor_recipes_made[ci::Craft_Armor_Comp.keys[i]] = 0 return end else @armor_recipe_availible.push(ci::Craft_Armor_Comp.keys[i]) @armor_recipes_made[ci::Craft_Armor_Comp.keys[i]] = 0 end end end end end end end #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ # END Game_Party #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ #============================================= # Window_Craft_Info #============================================= class Window_Craft_Info < Window_Base def initialize super(0, 0, 640, 64) self.contents = Bitmap.new(width - 32, height - 32) self.opacity = 255 end def update(help_text) self.contents.clear self.contents.draw_text(0, 0, 640, 32, help_text) end end #============================================= # END Window_Craft_Info #============================================= #============================================= # Window_Craft_List #============================================= class Window_Craft_List < Window_Selectable def initialize super(0, 64, 256, 416) self.contents = Bitmap.new(width - 32, height - 32) self.index = 0 self.opacity = 255 end def list if @data[index] != nil return @data[index] end end def refresh(type) ci = Craft_Items if self.contents != nil self.contents.dispose self.contents = nil end @data = [] for i in 0...$game_party.item_recipe_availible.size if ci::Item_Craft_Type.keys.include?($game_party.item_recipe_availible[i]) if ci::Item_Craft_Type[$game_party.item_recipe_availible[i]] == type @data.push($data_items[$game_party.item_recipe_availible[i]]) end end end for i in 0...$game_party.weapon_recipe_availible.size if ci::Weapon_Craft_Type.keys.include?($game_party.weapon_recipe_availible[i]) if ci::Weapon_Craft_Type[$game_party.weapon_recipe_availible[i]] == type @data.push($data_weapons[$game_party.weapon_recipe_availible[i]]) end end end for i in 0...$game_party.armor_recipe_availible.size if ci::Armor_Craft_Type.keys.include?($game_party.armor_recipe_availible[i]) if ci::Armor_Craft_Type[$game_party.armor_recipe_availible[i]] == type @data.push($data_armors[$game_party.armor_recipe_availible[i]]) end end end @item_max = @data.size if @item_max > 0 self.contents = Bitmap.new(width - 32, row_max * 32 + 32) # "Items" window font for i in 0...@item_max draw_item(i) end end end def draw_item(index) item = @data[index] self.contents.font.color = system_color self.contents.draw_text(0, 0, 120, 32, "Name:") self.contents.draw_text(0, 0, 224, 32, "Made:", 2) self.contents.font.color = normal_color x = 4 y = index * 32 case item when RPG::Item if $game_party.item_recipes_made[item.id] > 0 self.contents.draw_text(x, y + 32, 224, 32, item.name) self.contents.draw_text(x - 8, y + 32, 224, 32, $game_party.item_recipes_made[item.id].to_s, 2) else self.contents.draw_text(x, y + 32, 224, 32, item.name) self.contents.draw_text(x - 8, y + 32, 224, 32, $game_party.item_recipes_made[item.id].to_s, 2) end when RPG::Weapon if $game_party.weapon_recipes_made[item.id] > 0 self.contents.draw_text(x, y + 32, 224, 32, item.name) self.contents.draw_text(x - 8, y + 32, 224, 32, $game_party.weapon_recipes_made[item.id].to_s, 2) else self.contents.draw_text(x, y + 32, 224, 32, item.name) self.contents.draw_text(x - 8, y + 32, 224, 32, $game_party.weapon_recipes_made[item.id].to_s, 2) end when RPG::Armor if $game_party.armor_recipes_made[item.id] > 0 self.contents.draw_text(x, y + 32, 224, 32, item.name) self.contents.draw_text(x - 8, y + 32, 224, 32, $game_party.armor_recipes_made[item.id].to_s, 2) else self.contents.draw_text(x, y + 32, 224, 32, item.name) self.contents.draw_text(x - 8, y + 32, 224, 32, $game_party.armor_recipes_made[item.id].to_s, 2) end end end def update_cursor_rect if @index < 0 self.cursor_rect.empty else x = 0 y = index * 32 + 32 self.cursor_rect.set(x, y, (self.width - 32), 32) end end end #============================================= # END Window_Craft_List #============================================= #============================================= # Window_Craft_Desc #============================================= class Window_Craft_Desc < Window_Base def initialize(item) super(256, 64, 384, 416) self.contents = Bitmap.new(width - 32, height - 32) self.opacity = 255 refresh(item) end def refresh(item) self.contents.clear ci = Craft_Items if item != nil self.contents.font.color = system_color self.contents.draw_text(0, 64, 352, 32, "Materials:", 1) self.contents.draw_text(0, 96, 150, 32, "Name:") self.contents.draw_text(190, 96, 120, 32, "Needed:") self.contents.draw_text(280, 96, 120, 32, "Own:") self.contents.font.color = normal_color @items = [] bitmap = RPG::Cache.icon(item.icon_name) opacity = self.contents.font.color == normal_color ? 255 : 128 self.contents.blt(0, 4, bitmap, Rect.new(0, 0, 24, 24), opacity) case item when RPG::Item if $game_party.item_recipes_made[item.id] > 0 self.contents.draw_text(28, 0, 200, 32, item.name) self.contents.draw_text(10, 32, 352, 32, item.description) else self.contents.draw_text(28, 0, 200, 32, item.name) self.contents.draw_text(10, 32, 352, 32, item.description) end when RPG::Weapon if $game_party.weapon_recipes_made[item.id] > 0 self.contents.draw_text(28, 0, 200, 32, item.name) self.contents.draw_text(10, 32, 352, 32, item.description) else self.contents.draw_text(28, 0, 200, 32, item.name) self.contents.draw_text(10, 32, 352, 32, item.description) end when RPG::Armor if $game_party.armor_recipes_made[item.id] > 0 self.contents.draw_text(28, 0, 200, 32, item.name) self.contents.draw_text(10, 32, 352, 32, item.description) else self.contents.draw_text(28, 0, 200, 32, item.name) self.contents.draw_text(10, 32, 352, 32, item.description) end end case item when RPG::Item #p ci::Craft_Item_Comp[item.id] for i in 0...ci::Craft_Item_Comp[item.id].size item2 = ci::Craft_Item_Comp[item.id][i][0] case ci::Craft_Item_Comp[item.id][i][1] when 0 @items.push([$data_items[ci::Craft_Item_Comp[item.id][i][0]], ci::Craft_Item_Comp[item.id][i][2]]) when 1 @items.push([$data_weapons[ci::Craft_Item_Comp[item.id][i][0]], ci::Craft_Item_Comp[item.id][i][2]]) when 2 @items.push([$data_armors[ci::Craft_Item_Comp[item.id][i][0]], ci::Craft_Item_Comp[item.id][i][2]]) end end when RPG::Weapon for i in 0...ci::Craft_Weapon_Comp[item.id].size item2 = ci::Craft_Weapon_Comp[item.id][i][0] case ci::Craft_Weapon_Comp[item.id][i][1] when 0 @items.push([$data_items[ci::Craft_Weapon_Comp[item.id][i][0]], ci::Craft_Weapon_Comp[item.id][i][2]]) when 1 @items.push([$data_weapons[ci::Craft_Weapon_Comp[item.id][i][0]], ci::Craft_Weapon_Comp[item.id][i][2]]) when 2 @items.push([$data_armors[ci::Craft_Weapon_Comp[item.id][i][0]], ci::Craft_Weapon_Comp[item.id][i][2]]) end end when RPG::Armor for i in 0...ci::Craft_Armor_Comp[item.id].size item2 = ci::Craft_Armor_Comp[item.id][i][0] case ci::Craft_Armor_Comp[item.id][i][1] when 0 @items.push([$data_items[ci::Craft_Armor_Comp[item.id][i][0]], ci::Craft_Armor_Comp[item.id][i][2]]) when 1 @items.push([$data_weapons[ci::Craft_Armor_Comp[item.id][i][0]], ci::Craft_Armor_Comp[item.id][i][2]]) when 2 @items.push([$data_armors[ci::Craft_Armor_Comp[item.id][i][0]], ci::Craft_Armor_Comp[item.id][i][2]]) end end end for i in 0...@items.size x = 5 y = i * 32 + 128 case @items[i][0] when RPG::Item if $game_party.item_number(@items[i][0].id) >= @items[i][1] self.contents.font.color = normal_color else self.contents.font.color = disabled_color end bitmap = RPG::Cache.icon(@items[i][0].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, 200, 32, @items[i][0].name) self.contents.draw_text(x + 210, y, 50, 32, @items[i][1].to_s) self.contents.draw_text(x + 290, y, 50, 32, $game_party.item_number(@items[i][0].id).to_s) when RPG::Weapon if $game_party.weapon_number(@items[i][0].id) >= @items[i][1] self.contents.font.color = normal_color else self.contents.font.color = disabled_color end bitmap = RPG::Cache.icon(@items[i][0].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, 200, 32, @items[i][0].name) self.contents.draw_text(x + 210, y, 50, 32, @items[i][1].to_s) self.contents.draw_text(x + 290, y, 50, 32, $game_party.weapon_number(@items[i][0].id).to_s) when RPG::Armor if $game_party.armor_number(@items[i][0].id) >= @items[i][1] self.contents.font.color = normal_color else self.contents.font.color = disabled_color end bitmap = RPG::Cache.icon(@items[i][0].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, 200, 32, @items[i][0].name) self.contents.draw_text(x + 210, y, 50, 32, @items[i][1].to_s) self.contents.draw_text(x + 290, y, 50, 32, $game_party.armor_number(@items[i][0].id).to_s) end end end end end #============================================= # END Window_Craft_Desc #============================================= #============================================= # Scene_Craft #============================================= class Scene_Craft def initialize(type) @type = type end def main @info_window = Window_Craft_Info.new @list_window = Window_Craft_List.new @list_window.refresh(@type) @desc_window = Window_Craft_Desc.new(@list_window.list) @list_window.height = 416 @background = Sprite.new @background.bitmap = RPG::Cache.picture("background") Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @info_window.dispose @list_window.dispose @desc_window.dispose @background.dispose end def update ci = Craft_Items @info_window.update("Select an item to create.") @list_window.update @desc_window.update if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN) @desc_window.refresh(@list_window.list) end if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new end if Input.trigger?(Input::C) @counter = 0 case @list_window.list when RPG::Item for i in 0...ci::Craft_Item_Comp[@list_window.list.id].size case ci::Craft_Item_Comp[@list_window.list.id][i][1] when 0 if $game_party.item_number(ci::Craft_Item_Comp[@list_window.list.id][i][0]) >= ci::Craft_Item_Comp[@list_window.list.id][i][2] @counter += 1 end when 1 if $game_party.weapon_number(ci::Craft_Item_Comp[@list_window.list.id][i][0]) >= ci::Craft_Item_Comp[@list_window.list.id][i][2] @counter += 1 end when 2 if $game_party.armor_number(ci::Craft_Item_Comp[@list_window.list.id][i][0]) >= ci::Craft_Item_Comp[@list_window.list.id][i][2] @counter += 1 end end end if @counter == ci::Craft_Item_Comp[@list_window.list.id].size for i in 0...ci::Craft_Item_Comp[@list_window.list.id].size case ci::Craft_Item_Comp[@list_window.list.id][i][1] when 0 if $game_party.item_number(ci::Craft_Item_Comp[@list_window.list.id][i][0]) >= ci::Craft_Item_Comp[@list_window.list.id][i][2] $game_party.lose_item(ci::Craft_Item_Comp[@list_window.list.id][i][0], ci::Craft_Item_Comp[@list_window.list.id][i][2]) end when 1 if $game_party.weapon_number(ci::Craft_Item_Comp[@list_window.list.id][i][0]) >= ci::Craft_Item_Comp[@list_window.list.id][i][2] $game_party.lose_weapon(ci::Craft_Item_Comp[@list_window.list.id][i][0], ci::Craft_Item_Comp[@list_window.list.id][i][2]) end when 2 if $game_party.armor_number(ci::Craft_Item_Comp[@list_window.list.id][i][0]) >= ci::Craft_Item_Comp[@list_window.list.id][i][2] $game_party.lose_armor(ci::Craft_Item_Comp[@list_window.list.id][i][0], ci::Craft_Item_Comp[@list_window.list.id][i][2]) end end end $game_system.se_play($data_system.decision_se) $game_party.gain_item(@list_window.list.id, 1) $game_party.item_recipes_made[@list_window.list.id] += 1 @list_window.refresh(@type) @desc_window.refresh(@list_window.list) else $game_system.se_play($data_system.buzzer_se) end when RPG::Weapon for i in 0...ci::Craft_Weapon_Comp[@list_window.list.id].size case ci::Craft_Weapon_Comp[@list_window.list.id][i][1] when 0 if $game_party.item_number(ci::Craft_Weapon_Comp[@list_window.list.id][i][0]) >= ci::Craft_Weapon_Comp[@list_window.list.id][i][2] @counter += 1 end when 1 if $game_party.weapon_number(ci::Craft_Weapon_Comp[@list_window.list.id][i][0]) >= ci::Craft_Weapon_Comp[@list_window.list.id][i][2] @counter += 1 end when 2 if $game_party.armor_number(ci::Craft_Weapon_Comp[@list_window.list.id][i][0]) >= ci::Craft_Weapon_Comp[@list_window.list.id][i][2] @counter += 1 end end end if @counter == ci::Craft_Weapon_Comp[@list_window.list.id].size for i in 0...ci::Craft_Weapon_Comp[@list_window.list.id].size case ci::Craft_Weapon_Comp[@list_window.list.id][i][1] when 0 if $game_party.item_number(ci::Craft_Weapon_Comp[@list_window.list.id][i][0]) >= ci::Craft_Weapon_Comp[@list_window.list.id][i][2] $game_party.lose_item(ci::Craft_Weapon_Comp[@list_window.list.id][i][0], ci::Craft_Weapon_Comp[@list_window.list.id][i][2]) end when 1 if $game_party.weapon_number(ci::Craft_Weapon_Comp[@list_window.list.id][i][0]) >= ci::Craft_Weapon_Comp[@list_window.list.id][i][2] $game_party.lose_weapon(ci::Craft_Weapon_Comp[@list_window.list.id][i][0], ci::Craft_Weapon_Comp[@list_window.list.id][i][2]) end when 2 if $game_party.armor_number(ci::Craft_Weapon_Comp[@list_window.list.id][i][0]) >= ci::Craft_Weapon_Comp[@list_window.list.id][i][2] $game_party.lose_armor(ci::Craft_Weapon_Comp[@list_window.list.id][i][0], ci::Craft_Weapon_Comp[@list_window.list.id][i][2]) end end end $game_system.se_play($data_system.decision_se) $game_party.gain_weapon(@list_window.list.id, 1) $game_party.weapon_recipes_made[@list_window.list.id] += 1 @list_window.refresh(@type) @desc_window.refresh(@list_window.list) else $game_system.se_play($data_system.buzzer_se) end when RPG::Armor for i in 0...ci::Craft_Armor_Comp[@list_window.list.id].size case ci::Craft_Armor_Comp[@list_window.list.id][i][1] when 0 if $game_party.item_number(ci::Craft_Armor_Comp[@list_window.list.id][i][0]) >= ci::Craft_Armor_Comp[@list_window.list.id][i][2] @counter += 1 end when 1 if $game_party.weapon_number(ci::Craft_Armor_Comp[@list_window.list.id][i][0]) >= ci::Craft_Armor_Comp[@list_window.list.id][i][2] @counter += 1 end when 2 if $game_party.armor_number(ci::Craft_Armor_Comp[@list_window.list.id][i][0]) >= ci::Craft_Armor_Comp[@list_window.list.id][i][2] @counter += 1 end end end if @counter == ci::Craft_Armor_Comp[@list_window.list.id].size for i in 0...ci::Craft_Armor_Comp[@list_window.list.id].size case ci::Craft_Armor_Comp[@list_window.list.id][i][1] when 0 if $game_party.item_number(ci::Craft_Armor_Comp[@list_window.list.id][i][0]) >= ci::Craft_Armor_Comp[@list_window.list.id][i][2] $game_party.lose_item(ci::Craft_Armor_Comp[@list_window.list.id][i][0], ci::Craft_Armor_Comp[@list_window.list.id][i][2]) end when 1 if $game_party.weapon_number(ci::Craft_Armor_Comp[@list_window.list.id][i][0]) >= ci::Craft_Armor_Comp[@list_window.list.id][i][2] $game_party.lose_weapon(ci::Craft_Armor_Comp[@list_window.list.id][i][0], ci::Craft_Armor_Comp[@list_window.list.id][i][2]) end when 2 if $game_party.armor_number(ci::Craft_Armor_Comp[@list_window.list.id][i][0]) >= ci::Craft_Armor_Comp[@list_window.list.id][i][2] $game_party.lose_armor(ci::Craft_Armor_Comp[@list_window.list.id][i][0], ci::Craft_Armor_Comp[@list_window.list.id][i][2]) end end end $game_system.se_play($data_system.decision_se) $game_party.gain_armor(@list_window.list.id, 1) $game_party.armor_recipes_made[@list_window.list.id] += 1 @list_window.refresh(@type) @desc_window.refresh(@list_window.list) else $game_system.se_play($data_system.buzzer_se) end end end return end end
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I meant make a gif version was well as a png. But the gif won't work as a wallpaper for some people.
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Hey guys...second boss is almost done http://i.imgur.com/tKPSCKu.png
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Also I decided I'd try this out. Anything posted before today is irrelevant. https://twitter.com/Bobgdu
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Looks like we'll need to make it bigger...and expand down and have to edit wyzrd and zahraa's or just leave them and have them look weird. edit: I just realized I could've made a gif version where my avatar was animated.
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I will now attempt to post what I wanted to before. Hopefully it works, as copy/pasting worked on a different topic. WTF IS WRONG WITH THIS SITE WHY DIDN'T IT SHOW UP... and why won't mark answer my PM?
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I use firefox though and it doesn't work for me. I've always had problems with bbcode spoilers. Also, the following is a test, please ignore: If you see this, that means that copy/pasting text works. I was worried it might not. If you see this, that means that copy/pasting text works. I was worried it might not. This is a second line, just in case copying multiple lines is the problem If you see this, that means that copy/pasting text works. I was worried it might not. This is a second line, just in case copying multiple lines is the problem or is the problem 3 lines? test successful. Maybe mark fixed it and didn't tell me?
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New Problem: For some reason, it seems that the forum does not like I want to post. I'm using Firefox, and the bbcode looks fine. The text I want to post is below this line. If it isn't there, that's f**king weird. I'll PM you the text, Mark
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That double post wasn't posted with the quote button. It was posted with the reply text box at the bottom.
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Let's try this Ahem:
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You have to extract the files from the rar. rars are compressed folders. I suggest downloading 7zip (free) or Winrar (free, but pretends to not be) to open it.
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Browser: Firefox latest version I think. clicking on "quick uploader" makes the screen go dark and then doesn't do anything. It goes back to normal when I click anywhere on the page. (Only tested on the forums page) on the "/manager/uploads" page, clicking either the link or delete button under "actions" does the same thing, but the screen won't go back to normal at all, and the arrow on the side that takes you to the top of the page still works.
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aaaaand redone http://www.gdunlimited.net/media/uploads/manager/gdu-17220.png
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Yea, good thing I kept the .xcf from editing it because I don't want to have to redo that.