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Симулятор бомжа на андроид созданный на rpg maker mv:https://play.google.com/store/apps/details?id=com.homelesssimulator.deasyproduction

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Книга монстров
СообщениеДобавлено: Сб Мар 10, 2012 2:51 pm Ответить с цитатой
Serafim
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Зарегистрирован: 08.03.2012
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Откуда: ЛНР




Добавляет книгу монстров
Код:
#===============================================================
# ● [VX] ◦ Monster Book II ◦ □
#--------------------------------------------------------------
# ◦ by Woratana [woratana@hotmail.com]
# ◦ Thaiware RPG Maker Community
# ◦ Released on: 02/01/2009
# ◦ Version: 2.0
# ◦ Special Thanks: Momomo~ for interface from Monster Book XP version
#--------------------------------------------------------------
# ** FEATURES
#--------------------------------------------------------------
# - Built-in snippet to add 'Monster Book' in the menu's command
# - Show enemies' data in Monster Book after player fight with them
# - All the texts are editable in setup part
# - Call script to clear/complete Monster Book's data
# - Call script to show/hide monster's data in Monster Book
# - Compare monster's status with the highest level actors in party
# - Turn ON switch to stop adding data into Monster Book temporarily
# - Choose the monsters you don't want to show their name and data
#--------------------------------------------------------------
# ** HOW TO USE
#--------------------------------------------------------------
# * Call Scene Monster Book by call script:
#  $scene = Scene_MonsterBook.new

# * Complete all enemies' information by call script:
#  $game_system.set_monbook_complete

# * Clear all enemies' information by call script:
#  $game_system.reset_monbook
#--------------------------------------------------------------
# * Show enemy's information by call script:
#  $game_system.monbook[enemy_id] = true

# * Hide enemy's information by call script:
#  $game_system.monbook[enemy_id] = false

# ^ Change 'enemy_id' to ID of enemy you want
# ** e.g. $game_system.monbook[10] = true
#===============================================================

module Wora_Monbook

#===============================================================
# ** [Setup Part] - Config script in this part
#-------------------------------------------------------------- 
  SHOW_IN_MENU = false # Show Monster Book in Menu Command? (true / false)
  MENU_COMMAND = 'MonsterBook' # Menu command name for Monster Book
  MENU_INDEX =  # Index of menu command you want to insert monster book
 
  TEXT_TITLE = 'Монстры'
  # Monster Book Title (Show at top left of the screen)
  TEXT_FOUND = 'Найдено: '
  # Text before number of how many monster are found
  TEXT_COMPLETED = 'Завершено: '
  # Text before percentage of how many monster are found
 
  TEXT_DOT = '.'
  # Text show after enemy's ID (e.g. '.' will make '2.' and ')' will make '2)' )
 
  COMPARE_STATUS = true
  # Use Compare Status System? It will compare enemy's status with highest level
  # actor in party. Show GREEN number if enemy has lower status.
  # Show RED-GRAY number if enemy has higher status. (true / false)
 
  NO_RECORD_SWITCH = 10
  # If this switch ID turn ON, any monster the player fight with won't be added
  # into Monster Book.
 
  NO_DATA_MONSTER = []
  # List of IDs of monster you don't want to show name and data on Monster Book
  # e.g. [1, 3, 5] will make monster ID 1, 3, and 5 show no data in Monster Book
#===============================================================
end

#===============================================================
# ** [Alias] Game_System
#--------------------------------------------------------------
class Game_System
  attr_accessor :monbook
  alias :wora_monbook_gamsys_ini :initialize
  def initialize
    wora_monbook_gamsys_ini
    create_monbook
  end
 
  def create_monbook
    @monbook ||= Array.new($data_enemies.size) {false}
  end
 
  def set_monbook_complete
    @monbook = Array.new($data_enemies.size) {true}
    @monbook[0] = false
  end
 
  def reset_monbook
    @monbook = Array.new($data_enemies.size) {false}
  end
end

#===============================================================
# ** [Alias] Game_Troop
#--------------------------------------------------------------
class Game_Troop < Game_Unit
  alias :wora_monbook_gamtroop_setup :setup
  def setup(*args)
    wora_monbook_gamtroop_setup(*args)
    $game_system.create_monbook
    unless $game_switches[Wora_Monbook::NO_RECORD_SWITCH]
      @enemies.each {|e| $game_system.monbook[e.enemy_id] = true }
    end
  end
end

#===============================================================
# ** Window_MonsterBHelp
#--------------------------------------------------------------
class Window_MonsterBHelp < Window_Base
  include Wora_Monbook
 
  def initialize
    super(0, 0, 544, WLH + 32)
    # Write Monster Book Title
    contents.font.color = system_color
    contents.draw_text(0, 0, contents.width, WLH, TEXT_TITLE)
    # Calculate found monster & complete percentage
    found_count = 0
    $game_system.monbook.each {|e| found_count += 1 if e }
    percent_count = (found_count * 100) / ($data_enemies.size - 1)
    # Collect & Store Text in variables
    found_text = found_count.to_s + '/' + ($data_enemies.size - 1).to_s
    percent_text = percent_count.to_s + '%'
    mid_text = ' | '
    right_text = TEXT_FOUND + found_text + mid_text + TEXT_COMPLETED +
  percent_text
    # Calculate Text Width
    found_t_width = contents.text_size(TEXT_FOUND).width
    found_width = contents.text_size(found_text).width
    percent_t_width = contents.text_size(TEXT_COMPLETED).width
    mid_width = contents.text_size(mid_text).width
    right_width = contents.text_size(right_text).width
    # Write Monster Found & Complete Percentage
    contents.font.color = normal_color
    contents.draw_text(contents.width - right_width, 0, contents.width, WLH,
  TEXT_FOUND)
    contents.draw_text(contents.width - right_width + found_t_width +
  found_width, 0, contents.width, WLH, mid_text + TEXT_COMPLETED)
    contents.font.color = crisis_color
    contents.draw_text(contents.width - right_width + found_t_width, 0,
  contents.width, WLH, found_text)
    contents.draw_text(contents.width - right_width + found_t_width +
  found_width + mid_width + percent_t_width, 0, contents.width, WLH,
  percent_text)
  end
end

#===============================================================
# ** Window_MonsterBDetail
#--------------------------------------------------------------
class Window_MonsterBDetail < Window_Base
  def initialize(window_temp)
    super(window_temp.x, window_temp.y, window_temp.width, window_temp.height)
    self.opacity = 0
    @win_image = Window_Base.new(self.x, self.y, self.width, self.height)
    self.z = @win_image.z + 1
    @last_enemy = 0
  end
 
  def visible=(bool)
    super
    @win_image.visible = bool
  end
 
  def dispose
    @win_image.dispose
    super
  end
 
  def write_detail(enemy_id)
    return if @last_enemy == enemy_id
    contents.clear
    @win_image.contents.clear
    @last_enemy = enemy_id
    data = $data_enemies[enemy_id]
    # Draw Enemy Graphic
    bitmap = Cache.battler(data.battler_name, data.battler_hue)
    bw = bitmap.width < 160 ? (160 - bitmap.width) / 2 : 0
    bh = contents.height - bitmap.height
    @win_image.contents.blt(bw, bh, bitmap, bitmap.rect)
    bitmap.dispose
    # Write Name
    contents.font.color = normal_color
    contents.draw_text(0, 0, contents.width, WLH,
  data.id.to_s + Wora_Monbook::TEXT_DOT + ' ' + data.name)
    # Write Enemy Status
    hpx = 120
    draw_enemy_stat(data, contents.width - (hpx * 2) - 32, 0, hpx, 'hp')
    draw_enemy_stat(data, contents.width - hpx, 0, hpx, 'mp')
    draw_enemy_stat(data, contents.width - (hpx * 2) - 32, WLH * 2, hpx, 'atk')
    draw_enemy_stat(data, contents.width - hpx, WLH * 2, hpx, 'def')
    draw_enemy_stat(data, contents.width - (hpx * 2) - 32, WLH * 3, hpx, 'spi')
    draw_enemy_stat(data, contents.width - hpx, WLH * 3, hpx, 'agi')
    draw_enemy_stat(data, contents.width - (hpx * 2) - 32, WLH * 4, hpx, 'hit')
    draw_enemy_stat(data, contents.width - hpx, WLH * 4, hpx, 'eva')
    draw_enemy_stat(data, contents.width - (hpx * 2) - 32, WLH * 6, hpx, 'exp')
    draw_enemy_stat(data, contents.width - hpx, WLH * 6, hpx, 'gold')
    rect = Rect.new(contents.width - (hpx * 2) - 8, (WLH * 8) - 8, 216,
  (WLH * 4) + 16)
    contents.fill_rect(rect, Color.new(0,0,0,140))
    lsize = 2 # Line Size
    lcolor = Color.new(255,255,255,160) # Line Color
    contents.fill_rect(rect.x, rect.y, lsize, rect.height, lcolor)
    contents.fill_rect(rect.x, rect.y, rect.width, lsize, lcolor)
    contents.fill_rect(rect.x + rect.width - lsize, rect.y, lsize,
  rect.height, lcolor)
    contents.fill_rect(rect.x, rect.y + rect.height - lsize, rect.width,
  lsize, lcolor)
    contents.font.color = system_color
    contents.draw_text(contents.width - (hpx * 2), WLH * 8, 200, WLH,
  'Drop Item 1')
    draw_enemy_drop(data, 1, contents.width - (hpx * 2), WLH * 9)
    contents.font.color = system_color
    contents.draw_text(contents.width - (hpx * 2), WLH * 10, 200, WLH,
  'Drop Item 2')
    draw_enemy_drop(data, 2, contents.width - (hpx * 2), WLH * 11)
  end

  def draw_enemy_stat(actor, x, y, width, stat)
    color1 = system_color
    color2 = normal_color
    slash = false
    # Find highest level actor
    if Wora_Monbook::COMPARE_STATUS
      hactor = ($game_party.members.sort {|a,b| a.level <=> b.level })
      hactor = hactor[hactor.size - 1]
    end
    case stat
    when 'hp'
      vocab = Vocab::hp
      number = actor.maxhp
      hnumber = hactor.maxhp if Wora_Monbook::COMPARE_STATUS
      slash = true
    when 'mp'
      vocab = Vocab::mp
      number = actor.maxmp
      hnumber = hactor.maxmp if Wora_Monbook::COMPARE_STATUS
      slash = true
    when 'atk'
      vocab = Vocab::atk
      number = actor.atk
      hnumber = hactor.atk if Wora_Monbook::COMPARE_STATUS
    when 'def'
      vocab = Vocab::def
      number = actor.def
      hnumber = hactor.def if Wora_Monbook::COMPARE_STATUS
    when 'spi'
      vocab = Vocab::spi
      number = actor.spi
      hnumber = hactor.spi if Wora_Monbook::COMPARE_STATUS
    when 'agi'
      vocab = Vocab::agi
      number = actor.agi
      hnumber = hactor.agi if Wora_Monbook::COMPARE_STATUS
    when 'hit'
      vocab = 'HIT'
      number = actor.hit
      hnumber = hactor.hit if Wora_Monbook::COMPARE_STATUS
    when 'eva'
      vocab = 'EVA'
      number = actor.eva
      hnumber = hactor.eva if Wora_Monbook::COMPARE_STATUS
    when 'exp'
      vocab = 'EXP'
      number = actor.exp
      color2 = crisis_color
    when 'gold'
      vocab = 'Gold'
      number = actor.gold
      color2 = crisis_color
    end
    if Wora_Monbook::COMPARE_STATUS and !hnumber.nil?
      if hnumber > number # Higher
        color2 = power_up_color
      elsif hnumber < number # Less
        color2 = power_down_color
      elsif hnumber == number # Equal
        color2 = normal_color
      end
    end
    contents.font.color = color1
    contents.draw_text(x, y, 50, WLH, vocab)
    xr = x + width
    contents.font.color = color2
    if slash
      contents.draw_text(xr - 95, y, 40, WLH, number, 2)
      contents.draw_text(xr - 55, y, 11, WLH, '/', 2)
    end
    w_ava = slash ? 40 : 80
    contents.draw_text(xr - w_ava, y, w_ava, WLH, number, 2)
  end
 
  def draw_enemy_drop(actor, drop_id, x, y)
    drop = eval('actor.drop_item' + drop_id.to_s)
    if drop.kind.zero?
      contents.font.color = normal_color
      contents.draw_text(x, y, 200, WLH, "  ---------")
    else
      case drop.kind
      when 1; item = $data_items[drop.item_id]
      when 2; item = $data_weapons[drop.weapon_id]
      when 3; item = $data_armors[drop.armor_id]
      end
      draw_item_name(item, x, y)
    end
  end
end
#===============================================================
# ** Scene_MonsterBook
#--------------------------------------------------------------
class Scene_MonsterBook < Scene_Base
  def initialize(from_menu = false)
    @from_menu = from_menu
  end
 
  def start
    super
    create_menu_background
    $game_system.create_monbook
    @window_help = Window_MonsterBHelp.new
    # Create Monster List
    monlist = []
    $game_system.monbook.each_index do |i|
      next if i == 0 # The first index in $data_enemies is blank
      # If player found the monster
      if $game_system.monbook[i] and
    !Wora_Monbook::NO_DATA_MONSTER.include?(i)
        montext = i.to_s + Wora_Monbook::TEXT_DOT + ' ' + $data_enemies[i].name
      else # If player haven't found
        montext = i.to_s + Wora_Monbook::TEXT_DOT
      end
      monlist << montext
    end
    @window_monlist = Window_Command.new(544, monlist, 2)
    @window_monlist.y = @window_help.height
    @window_monlist.height = Graphics.height - @window_help.height
    @window_monlist.active = true
    @window_mondetail = Window_MonsterBDetail.new(@window_monlist)
    @window_mondetail.visible = false
  end
 
  def update
    super
    if @window_monlist.active
      @window_monlist.update
      if Input.trigger?(Input::C)
        # View monster's detail if found monster
        if $game_system.monbook[@window_monlist.index + 1] and
        !Wora_Monbook::NO_DATA_MONSTER.include?(@window_monlist.index + 1)
          Sound.play_decision
          @window_monlist.active = false
          @window_monlist.visible = false
          @window_mondetail.active = true
          @window_mondetail.visible = true
          @window_mondetail.write_detail(@window_monlist.index + 1)
        else
          Sound.play_cancel
        end
      elsif Input.trigger?(Input::B)
        Sound.play_cancel
        # Return
        $scene = @from_menu ? Scene_Menu.new(Wora_Monbook::MENU_INDEX) :
      Scene_Map.new
      end
    elsif @window_mondetail.active
      if Input.trigger?(Input::B)
        Sound.play_cancel
        @window_monlist.active = true
        @window_monlist.visible = true
        @window_mondetail.active = false
        @window_mondetail.visible = false
      end
    end
  end
 
  def terminate
    super
    dispose_menu_background
    @window_help.dispose
    @window_monlist.dispose
    @window_mondetail.dispose
  end
end

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