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> Plz help with this 2 script, thanks, new option in phone system
tarzanboy
post Jul 5 2009, 02:52 AM
Post #1



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Group: Member
Posts: 4
Type: Artist
RM Skill: Beginner




Hi everybody. I have a big problem. I use 2 good script Phone system 0.1beta + Prexus - Party Manager1.1c. I would like, plus a menu of the phone with the name of phone call. The icon is already exist, but I do not know how to insert this script: $scene = Scene_Party.new() Plz help me

Here's the two script.

[Show/Hide] phonesystem

#==================================================================#
# Name: Phone System 0.1BETA
# By: Necrozard
# Date: 19/07/08
#==================================================================#
#==================================================================#
# Description:
# The Phone allows you to receive SMS (Messages) from NPC when and where you want, just
# doing it in a easy way with "Call script".
# You can also Delete this messages, because in this version, the Message Box has a limit
# of 10 Messages. If you have the Message Box full, a notification will notice you what is
# happening until you delete a message.
#==================================================================#
# User Guide:
# All the commands next, have to be written in Call script.
#
# Allow the player open the Phone (Set the option in the Menu):
# Mod::ADD_MENU_OPTION = true/false
#
# Send a SMS (Message) to the player:
# Phone_Msg.new(title,autor,message)
#
# Open the phone In-Game:
# $scene = Phone.new
#
# Set the phone On-line (Common) or Off-line (You cant receive any message, for example
# in caves):
# $phone_online = true/false
#
# Set a phone background In-Game:
# Mod::BACK_PATH="directory" (Where directory is the path to the image)
# It has to be 163x230 px.
#
#==================================================================#
# Modifications:
# You can modify certain things to make the phone different.
module Mod
# MAX_MSGS_IN_BOX
# Set here the max. messages you can have in your message box.
MAX_MSGS_IN_BOX=20

# MAX_TRACKS_IN_MUSICLIST
# Set here the max. messages you can have in your message box.
MAX_TRACKS_IN_MUSICLIST=20

# ICON_TITLES:
# Are the titles of each icon, in the main menu of the phone.
# Max. 8 letters per word.
ICON_TITLES=["SMS","NAPTÁR","KÉPEK","KAMERA",
"CALC.","GRAF","TÉRKÉP","IDŐJ","JEGYZET",
"ÓRA","BEÁLLÍTÁS","E-Mail","HÍVÁS","W@P","ZENE"]
# BACK_PATH
# Its the path to the background image.
# It has to be 163x230 px.
BACK_PATH="CellPhone/background.png"

# MSG_TITLE
# Its a word that will take part before the Message Title.
MSG_TITLE="CÍM"

# MSG_OPS
# Are the Message Options.
MSG_OPS=["OLVAS","TÖRÖL"]

# SMS_TONE
# Here you can set the path to the Sound when you receive
# a Message..
SMS_TONE="Audio/SE/Chime2"

# MENU_OPTION_TITLE and ADD_MENU_OPTION
# With MENU_OPTION_TITLE, you can set the name of the
# option in the Menu. Only if ADD_MENU_OPTION its true.
# If its false, it won´t show itself.
MENU_OPTION_TITLE = "Mobiltelefon"
ADD_MENU_OPTION = true
end

$messages=[]
$phone_online = true
$full_msgbox=false

class Phone < Scene_Base

def start

@level=0
@aux=0
@aux2=0
@aux3=0
@map = Spriteset_Map.new

@phone = Sprite.new
@phone.bitmap = Cache.system("CellPhone/phone.png")
@phone.x=150
@phone.y=20

@background = Sprite.new
@background.bitmap = Cache.system(Mod::BACK_PATH)
@background.x=188
@background.y=98

@cursor=0
@icons=[]
@msgbox_slots=[]
@msgbox_options_slots=[]
@aux_fullmsg=true
create_icons
end

def update
$game_map.update
@map.update
if @phone_new != nil
@phone_new.update
end

if @level==0
update_input_lvl0
update_icon_animation
end
if @level==1
update_input_lvl1
update_msgbox_cursor
end
if @level==2
update_input_lvl2
end
if @level==3
update_input_lvl3
end
if @level==4
update_input_lvl4
end
if @level==5
update_input_lvl5
update_ipod_cursor
end
if @level==6
update_input_lvl6
end
end

# ICONS - LVL 0 - MAIN MENU
def update_input_lvl0
if @aux_fullmsg==true
if Input.trigger?(Input::RIGHT) && @cursor <14
@cursor=@cursor+1
replace_icons
elsif (Input.trigger?(Input::DOWN)) && !(@cursor >= 11 && @cursor <=14)
@cursor=@cursor+4
replace_icons
elsif Input.trigger?(Input::DOWN) && (@cursor>=11 && @cursor <=14)
@cursor=@cursor
replace_icons
elsif Input.trigger?(Input::LEFT) && @cursor >0
@cursor=@cursor-1
replace_icons
elsif Input.trigger?(Input::UP) && !(@cursor>=0 && @cursor<=3)
@cursor=@cursor-4
replace_icons
elsif Input.trigger?(Input::UP) && (@cursor>=0 && @cursor<=3)
@cursor=@cursor
replace_icons
elsif Input.trigger?(Input::B)
@level=nil
@icons_base.contents.clear
@icons_base.dispose
for i in 0..14
@icons[i].bitmap.dispose
@icons[i]=nil
end
@phone.bitmap.dispose
@phone=nil
@background.bitmap.dispose
@background=nil
$scene=Scene_Map.new
elsif Input.trigger?(Input::C)

case @cursor
when 0
delete_icons
create_slots(0)
when 1
delete_icons
create_calendar
when 12
delete_icons
create_call
when 14
delete_icons
create_ipod
end
end
else
if Input.trigger?(Input::C) || Input.trigger?(Input::B)
@full_msgbox_new_back.bitmap.dispose
@full_msgbox_new_back=nil
@aux_fullmsg=true
end
end
end




def create_icons
@level=0
@phone.bitmap = Cache.system("CellPhone/phone.png")
@background.bitmap = Cache.system(Mod::BACK_PATH)

if $full_msgbox==true
@aux_fullmsg=false
@full_msgbox_new_back = Sprite.new
@full_msgbox_new_back.bitmap = Cache.system("CellPhone/msgbox_full.png")
@full_msgbox_new_back.x=188
@full_msgbox_new_back.y=155
@full_msgbox_new_back.z=105
end

if @icons[0] != nil
for i in 0..14
@icons[i].bitmap.dispose

@icons[i]=nil
end
end

@icons_base = Window_Base.new(145,20,237,374)
@icons_base.opacity=0

@icons_base.contents.font.size=11
if $phone_online==true
@icons_base.contents.draw_text(30,43,60,20,"Status: ",0)
@icons_base.contents.font.color=@icons_base.text_color(3)
@icons_base.contents.draw_text(62,43,60,20,"Online",0)
else
@icons_base.contents.draw_text(30,43,60,20,"Status: ",0)
@icons_base.contents.font.color=@icons_base.knockout_color
@icons_base.contents.draw_text(62,43,60,20,"Offline",0)
end
@icons_base.contents.font.color=@icons_base.normal_color

a = 194
b = 110
c = 0
title_x=0
title_y=110
for i in 0..4
for j in 0..3
if(i==3 && j==3)
break
end
@icons[j+c] = Sprite.new
@icons[j+c].bitmap = Cache.system("CellPhone/"+(j+c).to_s+".png")
@icons[j+c].x = a
@icons[j+c].y = b
@icons_base.contents.draw_text(title_x,title_y,100,20,Mod::ICON_TITLES[j+c],1)
a=a+38
title_x=title_x+38
end
if(i==3 && j==3)
break
end
b=b+56
title_y=title_y+55
a=194
title_x=0
c=c+4
end
end

def delete_icons
for i in 0..14
@icons[i].bitmap.dispose

@icons[i]=nil
end
@icons_base.contents.clear
@icons_base.dispose
end

def update_icon_animation
if @icons[@cursor]!=nil
if(@aux>=0 && @aux<=5)
@icons[@cursor].y=@icons[@cursor].y-1
@aux=@aux+0.5
end
if(@aux>=5 &&@aux<=10)
@icons[@cursor].y=@icons[@cursor].y+1
@aux=@aux+0.5
end
if(@aux>=10)
@aux=0
end
end
end

def replace_icons
if @icons[0] != nil
a = 194
b = 110
c = 0
for i in 0..4
for j in 0..3
if(i==3 && j==3)
break
end
@icons[j+c].x = a
@icons[j+c].y = b
a=a+38
end
if(i==3 && j==3)
break
end
b=b+56
a=194
c=c+4
end
@aux=0
end
end


# SLOTS - LVL 1 - MSG BOX
def create_slots(cursor_index)

@slots_scroll=0

for i in 0+@slots_scroll..9+@slots_scroll
if ($messages[i]==nil && $messages[i+1]!=nil)
$messages[i]=$messages[i+1]
$messages[i+1]=nil
end
end

@aux3=0

if @msgbox_slots[0] !=nil
for i in 0+@slots_scroll..9+@slots_scroll
@msgbox_slots[i].bitmap.dispose
@msgbox_slots[i]=nil
end

@msgbox_base.contents.dispose
@msgbox_cursor_graphic.bitmap.dispose
@msgbox_title.bitmap.dispose
@msgbox_title2.bitmap.dispose
end

@msgbox_cursor=cursor_index

@msgbox_base = Window_Base.new(150,20,237,374)
@msgbox_base.opacity=0

aux=123
aux2=86
for i in 0+@slots_scroll..9+@slots_scroll
@msgbox_slots[i] = Sprite.new
@msgbox_slots[i].bitmap = Cache.system("CellPhone/msgbox_slot.png")
@msgbox_slots[i].x=188
@msgbox_slots[i].y=aux
@msgbox_slots[i].z=3
n=i+1
if $messages[i] != nil
@msgbox_base.contents.font.size=12
@msgbox_base.contents.draw_text(25,aux2,200,20,(n.to_s+" - "+Mod::MSG_TITLE+": "+$messages[i][0]),0)
else
@msgbox_base.contents.font.size=12
@msgbox_base.contents.draw_text(25,aux2,200,20,(n.to_s+" - "),0)
end
aux=aux+19
aux2=aux2+19
end

@msgbox_arrow_down=Sprite.new
@msgbox_arrow_down.bitmap = Cache.system("CellPhone/arrow_down.png")
@msgbox_arrow_down.x = @msgbox_slots[9].x+74
@msgbox_arrow_down.y = @msgbox_slots[9].y+10
@msgbox_arrow_down.z = 100

@msgbox_arrow_up=Sprite.new
@msgbox_arrow_up.bitmap = Cache.system("CellPhone/arrow_up.png")
@msgbox_arrow_up.x = @msgbox_slots[0].x+74
@msgbox_arrow_up.y = @msgbox_slots[0].y-10
@msgbox_arrow_up.z = 100
@msgbox_arrow_up.opacity=0

@msgbox_cursor_graphic=Sprite.new
@msgbox_cursor_graphic.bitmap = Cache.system("CellPhone/msgbox_cursor.png")
@msgbox_cursor_graphic.x = @msgbox_slots[0].x
@msgbox_cursor_graphic.y = @msgbox_slots[0].y
@msgbox_cursor_graphic.z = 4

@msgbox_title=Sprite.new
@msgbox_title.bitmap = Cache.system("CellPhone/msgbox_title.png")
@msgbox_title.x=188
@msgbox_title.y=83
@msgbox_title.z=4

@msgbox_title2=Sprite.new
@msgbox_title2.bitmap = Cache.system("CellPhone/msgbox_title2.png")
@msgbox_title2.x=188
@msgbox_title2.y=313
@msgbox_title2.z=4

@level=1
end

def replace_slots
aux2=86
@msgbox_base.contents.clear
for i in 0+@slots_scroll..9+@slots_scroll
n=i+1
if $messages[i] != nil
@msgbox_base.contents.font.size=12
@msgbox_base.contents.draw_text(25,aux2,200,20,(n.to_s+" - "+Mod::MSG_TITLE+": "+$messages[i][0]),0)
else
@msgbox_base.contents.font.size=12
@msgbox_base.contents.draw_text(25,aux2,200,20,(n.to_s+" - "),0)
end
aux2=aux2+19
end
end

def update_msgbox_cursor
if @msgbox_slots[@msgbox_cursor-@slots_scroll] != nil
@msgbox_cursor_graphic.y = @msgbox_slots[@msgbox_cursor-@slots_scroll].y
end
end

def update_arrow_animation
if(@aux>=0 && @aux<=5)
@msgbox_arrow_down.y=@msgbox_arrow_down.y-1
@msgbox_arrow_up.y=@msgbox_arrow_up.y-1
@aux=@aux+0.5
end
if(@aux>=5 &&@aux<=10)
@msgbox_arrow_down.y=@msgbox_arrow_down.y+1
@msgbox_arrow_up.y=@msgbox_arrow_up.y+1
@aux=@aux+0.5
end
if(@aux>=10)
@aux=0
end
end
end

def update_input_lvl1
update_arrow_animation

if @msgbox_cursor==Mod::MAX_MSGS_IN_BOX-1
already=true
end

if @msgbox_cursor==0
already=false
end


if @msgbox_cursor < (9-@slots_scroll)
@msgbox_arrow_down.opacity=255
else
if already==true
@msgbox_arrow_down.opacity=0
end
end

if @msgbox_cursor > (9-@slots_scroll)
@msgbox_arrow_up.opacity=255
else
if already==false
@msgbox_arrow_up.opacity=0
end
end

if Input.trigger?(Input::DOWN) && @msgbox_cursor<Mod::MAX_MSGS_IN_BOX-1
@msgbox_cursor=@msgbox_cursor+1
if @msgbox_cursor_graphic.y == @msgbox_slots[9].y
@slots_scroll = @slots_scroll + 1
replace_slots
end

end

if Input.trigger?(Input::UP) && @msgbox_cursor>0
@msgbox_cursor=@msgbox_cursor-1
if @msgbox_cursor_graphic.y == @msgbox_slots[0].y
@slots_scroll = @slots_scroll - 1
replace_slots
end

end


if Input.trigger?(Input::B)
for i in 0..8
@msgbox_slots[i].bitmap.dispose
@msgbox_slots[i]=nil
end
@msgbox_base.contents.dispose
@msgbox_cursor_graphic.bitmap.dispose
@msgbox_title.bitmap.dispose
@msgbox_title2.bitmap.dispose
@msgbox_arrow_down.bitmap.dispose
@msgbox_arrow_up.bitmap.dispose
create_icons
end

@aux3=@aux3+1
if @aux3>=5

if Input.trigger?(Input::C)
if $messages[@msgbox_cursor] != nil
@aux3=0
@msgbox_arrow_down.bitmap.dispose
@msgbox_arrow_up.bitmap.dispose
make_msgbox_options
end
end
end

end

# MSG_OPTIONS - LVL2 - READ - DELETE
def make_msgbox_options

@msgbox_options_cursor=0
@msgbox_options_base = Window_Base.new(@msgbox_slots[@msgbox_cursor].x-38,@msgbox_slots[@msgbox_cursor].y-38,237,374)
@msgbox_options_base.opacity=0
@msgbox_options_base.z=101

for i in 0..1
@msgbox_options_slots[i]=Sprite.new
@msgbox_options_slots[i].bitmap=Cache.system("CellPhone/msgbox_options_slot.png")
@msgbox_options_slots[i].x=10+@msgbox_slots[@msgbox_cursor].x+(80*i)
@msgbox_options_slots[i].y=@msgbox_slots[@msgbox_cursor].y-10
@msgbox_options_slots[i].z=100
end
@msgbox_options_cursor_graphic=Sprite.new
@msgbox_options_cursor_graphic.bitmap=Cache.system("CellPhone/msgbox_options_cursor.png")
@msgbox_options_cursor_graphic.x=10+@msgbox_slots[@msgbox_cursor].x
@msgbox_options_cursor_graphic.y=@msgbox_slots[@msgbox_cursor].y-10
@msgbox_options_cursor_graphic.z=100

@msgbox_options_base.contents.font.size=16
@msgbox_options_base.contents.draw_text(37,12,50,20,Mod::MSG_OPS[0],1)
@msgbox_options_base.contents.draw_text(117,12,50,20,Mod::MSG_OPS[1],1)
@level=2

end

def update_input_lvl2
if Input.trigger?(Input::RIGHT)
@msgbox_options_cursor=1
@msgbox_options_cursor_graphic.x=10+@msgbox_slots[@msgbox_cursor].x+80
elsif Input.trigger?(Input::LEFT)
@msgbox_options_cursor=0
@msgbox_options_cursor_graphic.x=10+@msgbox_slots[@msgbox_cursor].x
end

if Input.trigger?(Input::B)
@msgbox_options_slots[0].bitmap.dispose
@msgbox_options_slots[1].bitmap.dispose
@msgbox_options_cursor_graphic.bitmap.dispose
@msgbox_options_base.contents.clear
@msgbox_options_base=nil

create_slots(@msgbox_cursor)
end

@aux3=@aux3+1
if @aux3>=5
if Input.trigger?(Input::C)
case @msgbox_options_cursor
when 0
for i in 0..8
@msgbox_slots[i].bitmap.dispose
@msgbox_slots[i]=nil
end
@msgbox_base.contents.clear
@msgbox_cursor_graphic.bitmap.dispose
@msgbox_options_slots[0].bitmap.dispose
@msgbox_options_slots[1].bitmap.dispose
@msgbox_options_cursor_graphic.bitmap.dispose
@msgbox_options_base.contents.clear
@msgbox_options_base=nil
show_msg(@msgbox_cursor)
@aux3=0
when 1
@msgbox_options_slots[0].bitmap.dispose
@msgbox_options_slots[1].bitmap.dispose
@msgbox_options_cursor_graphic.bitmap.dispose
@msgbox_options_base.contents.clear
@msgbox_options_base=nil
$messages[@msgbox_cursor]=nil
$full_msgbox=false
create_slots(@msgbox_cursor)
end
end
end
end






# MSG - LVL 3 - MESSAGE
def show_msg(msg)
$messages[msg][3]=true

@msgbox_base.contents.font.size=16
a = 0

for i in $messages[msg][2]
@msgbox_base.contents.draw_text(25,122+13*a,200,20,i,0)
a += 1
end

@msgbox_base.contents.draw_text(3,84,200,20,$messages[msg][1],1)
@msgbox_base.contents.draw_text(2,96,200,20,$messages[msg][0],1)

@msgbox_back=Sprite.new
@msgbox_back.bitmap = Cache.system("CellPhone/msgbox_back.png")
@msgbox_back.x=188
@msgbox_back.y=123
@msgbox_back.z=4

@level=3
end

def update_input_lvl3
if Input.trigger?(Input::B)
@msgbox_base.contents.clear
@msgbox_title.bitmap.dispose
@msgbox_title2.bitmap.dispose
@msgbox_back.bitmap.dispose
create_slots(@msgbox_cursor)
end
end

#end


# CALENDAR - LVL 4 - INTERFACE
def create_calendar
@c_index=1

@calendar_arrow_left=Sprite.new
@calendar_arrow_left.bitmap = Cache.system("CellPhone/arrow_left.png")
@calendar_arrow_left.x=208
@calendar_arrow_left.y=146
@calendar_arrow_left.z=5
@calendar_arrow_left.opacity=0

@calendar_arrow_right=Sprite.new
@calendar_arrow_right.bitmap = Cache.system("CellPhone/arrow_right.png")
@calendar_arrow_right.x=315
@calendar_arrow_right.y=146
@calendar_arrow_right.z=5
@calendar_arrow_right.opacity=0

@calendar_title=Sprite.new
@calendar_title.bitmap = Cache.system("CellPhone/calendar_title.png")
@calendar_title.x=188
@calendar_title.y=83
@calendar_title.z=4

@calendar_title2=Sprite.new
@calendar_title2.bitmap = Cache.system("CellPhone/Calendar/bottom.png")
@calendar_title2.x=188
@calendar_title2.y=293
@calendar_title2.z=4

@calendar = Sprite.new
@calendar.bitmap = Cache.system("CellPhone/Calendar/1.png")
@calendar.x=188
@calendar.y=123
@calendar.z=4

@level=4
end

def calendar_arrow_update
if(@aux>=0 && @aux<=5)
@calendar_arrow_left.x=@calendar_arrow_left.x-1
@calendar_arrow_right.x=@calendar_arrow_right.x-1
@aux=@aux+0.5
end
if(@aux>=5 &&@aux<=10)
@calendar_arrow_left.x=@calendar_arrow_left.x+1
@calendar_arrow_right.x=@calendar_arrow_right.x+1
@aux=@aux+0.5
end
if(@aux>=10)
@aux=0
end
end

def update_input_lvl4
calendar_arrow_update

if @c_index==1
@calendar_arrow_left.opacity=0
@calendar_arrow_right.opacity=255
end

if @c_index>1 && @c_index<12
@calendar_arrow_left.opacity=255
@calendar_arrow_right.opacity=255
end

if @c_index==12
@calendar_arrow_left.opacity=255
@calendar_arrow_right.opacity=0
end

if Input.trigger?(Input::RIGHT) && @c_index<12
@c_index=@c_index+1
@calendar.bitmap = Cache.system("CellPhone/Calendar/"+@c_index.to_s+".png")
elsif Input.trigger?(Input::LEFT) && @c_index>1
@c_index=@c_index-1
@calendar.bitmap = Cache.system("CellPhone/Calendar/"+@c_index.to_s+".png")
end

if Input.trigger?(Input::B)
@calendar_title.bitmap.dispose
@calendar_title2.bitmap.dispose
@calendar.bitmap.dispose
@calendar_arrow_left.bitmap.dispose
@calendar_arrow_right.bitmap.dispose
create_icons
end
end


# I-POD - LVL 5 - MUSIC LIST
def create_ipod

@files=Dir.entries("Graphics/System/CellPhone/Memory/Music/")
@files.delete(".")
@files.delete("..")

@ipod_scroll=0
@ipod_slots=[]

@aux3=0

@ipod_cursor=0

@ipod_base = Window_Base.new(150,20,237,374)
@ipod_base.opacity=0

aux=123
aux2=86
for i in 0+@ipod_scroll..9+@ipod_scroll
@ipod_slots[i] = Sprite.new
@ipod_slots[i].bitmap = Cache.system("CellPhone/msgbox_slot.png")
@ipod_slots[i].x=188
@ipod_slots[i].y=aux
@ipod_slots[i].z=3
n=i+1
if @files[i] != nil
@ipod_base.contents.font.size=10
@ipod_base.contents.draw_text(25,aux2,150,20,(n.to_s+" - "+@files[i]),0)
else
@ipod_base.contents.font.size=10
@ipod_base.contents.draw_text(25,aux2,150,20,(n.to_s+" - "),0)
end
aux=aux+19
aux2=aux2+19
end

@ipod_arrow_down=Sprite.new
@ipod_arrow_down.bitmap = Cache.system("CellPhone/arrow_down.png")
@ipod_arrow_down.x = @ipod_slots[9].x+74
@ipod_arrow_down.y = @ipod_slots[9].y+10
@ipod_arrow_down.z = 100

@ipod_arrow_up=Sprite.new
@ipod_arrow_up.bitmap = Cache.system("CellPhone/arrow_up.png")
@ipod_arrow_up.x = @ipod_slots[0].x+74
@ipod_arrow_up.y = @ipod_slots[0].y-10
@ipod_arrow_up.z = 100
@ipod_arrow_up.opacity=0

@ipod_cursor_graphic=Sprite.new
@ipod_cursor_graphic.bitmap = Cache.system("CellPhone/msgbox_cursor.png")
@ipod_cursor_graphic.x = @ipod_slots[0].x
@ipod_cursor_graphic.y = @ipod_slots[0].y
@ipod_cursor_graphic.z = 4

@ipod_title=Sprite.new
@ipod_title.bitmap = Cache.system("CellPhone/ipod_title.png")
@ipod_title.x=188
@ipod_title.y=83
@ipod_title.z=4

@ipod_title2=Sprite.new
@ipod_title2.bitmap = Cache.system("CellPhone/msgbox_title2.png")
@ipod_title2.x=188
@ipod_title2.y=313
@ipod_title2.z=4

@level=5
end

def replace_ipod_slots
aux2=86
@ipod_base.contents.clear
for i in 0+@ipod_scroll..9+@ipod_scroll
n=i+1
if @files[i] != nil
@ipod_base.contents.font.size=10
@ipod_base.contents.draw_text(25,aux2,150,20,(n.to_s+" - "+@files[i]),0)
else
@ipod_base.contents.font.size=10
@ipod_base.contents.draw_text(25,aux2,150,20,(n.to_s+" - "),0)
end
aux2=aux2+19
end
end

def update_ipod_cursor
if @ipod_slots[@ipod_cursor-@ipod_scroll] != nil
@ipod_cursor_graphic.y = @ipod_slots[@ipod_cursor-@ipod_scroll].y
end
end

def update_ipod_arrow_animation
if(@aux>=0 && @aux<=5)
@ipod_arrow_down.y=@ipod_arrow_down.y-1
@ipod_arrow_up.y=@ipod_arrow_up.y-1
@aux=@aux+0.5
end
if(@aux>=5 &&@aux<=10)
@ipod_arrow_down.y=@ipod_arrow_down.y+1
@ipod_arrow_up.y=@ipod_arrow_up.y+1
@aux=@aux+0.5
end
if(@aux>=10)
@aux=0
end
end

def update_input_lvl5
update_ipod_arrow_animation

if @ipod_cursor==Mod::MAX_TRACKS_IN_MUSICLIST-1
already=true
end

if @ipod_cursor==0
already=false
end


if @ipod_cursor < (9-@ipod_scroll)
@ipod_arrow_down.opacity=255
else
if already==true
@ipod_arrow_down.opacity=0
end
end

if @ipod_cursor > (9-@ipod_scroll)
@ipod_arrow_up.opacity=255
else
if already==false
@ipod_arrow_up.opacity=0
end
end

if Input.trigger?(Input::DOWN) && @ipod_cursor<Mod::MAX_TRACKS_IN_MUSICLIST-1
@ipod_cursor=@ipod_cursor+1
if @ipod_cursor_graphic.y == @ipod_slots[9].y
@ipod_scroll = @ipod_scroll + 1
replace_ipod_slots
end

end

if Input.trigger?(Input::UP) && @ipod_cursor>0
@ipod_cursor=@ipod_cursor-1
if @ipod_cursor_graphic.y == @ipod_slots[0].y
@ipod_scroll = @ipod_scroll - 1
replace_ipod_slots
end

end


if Input.trigger?(Input::B)
for i in 0..8
@ipod_slots[i].bitmap.dispose
@ipod_slots[i]=nil
end
@ipod_base.contents.dispose
@ipod_cursor_graphic.bitmap.dispose
@ipod_title.bitmap.dispose
@ipod_title2.bitmap.dispose
@ipod_arrow_down.bitmap.dispose
@ipod_arrow_up.bitmap.dispose
create_icons
end

@aux3=@aux3+1
if @aux3>=5

if Input.trigger?(Input::C)
if @files[@ipod_cursor] != nil
@aux3=0
for i in 0..8
@ipod_slots[i].bitmap.dispose
@ipod_slots[i]=nil
end
@ipod_base.contents.clear
@ipod_cursor_graphic.bitmap.dispose
@ipod_title.bitmap.dispose
@ipod_title2.bitmap.dispose
@ipod_arrow_down.bitmap.dispose
@ipod_arrow_up.bitmap.dispose
create_ipod_player(@ipod_cursor,1)
end
end

end

end


# I-POD - LVL 6 - PLAYER
def create_ipod_player(index,cursor)

@file=index

@ipod_player_cursor_index=cursor

@ipod_player_col=Sprite.new
@ipod_player_col.bitmap = Cache.system("CellPhone/ipod_player_col.png")
@ipod_player_col.x = 198
@ipod_player_col.y = 142
@ipod_player_col.z = 7

@ipod_player=Sprite.new
@ipod_player.bitmap = Cache.system("CellPhone/ipod_player.png")
@ipod_player.x = 188
@ipod_player.y = 84
@ipod_player.z = 6

@ipod_player_cursor=Sprite.new
@ipod_player_cursor.bitmap = Cache.system("CellPhone/ipod_cursor.png")
@ipod_player_cursor.x = 247
@ipod_player_cursor.y = 220
@ipod_player_cursor.z = 7

@ipod_base.contents.font.size=12
@ipod_base.contents.draw_text(28,62,150,20,(@files[@file]),1)

@level=6
end

def update_input_lvl6
if Input.trigger?(Input::RIGHT) && @ipod_player_cursor_index<2
@ipod_player_cursor_index=@ipod_player_cursor_index+1
end
if Input.trigger?(Input::LEFT) && @ipod_player_cursor_index>0
@ipod_player_cursor_index=@ipod_player_cursor_index-1
end
if Input.trigger?(Input::DOWN)
@ipod_player_cursor_index=3
@ipod_player_cursor.bitmap = Cache.system("CellPhone/ipod_cursor4.png")
@ipod_player_cursor.x = 247
@ipod_player_cursor.y = 254
@ipod_player_cursor.z = 7
end
if Input.trigger?(Input::UP)
@ipod_player_cursor_index=1
@ipod_player_cursor.bitmap = Cache.system("CellPhone/ipod_cursor.png")
@ipod_player_cursor.x = 247
@ipod_player_cursor.y = 220
@ipod_player_cursor.z = 7
end

case @ipod_player_cursor_index
when 0
@ipod_player_cursor.bitmap = Cache.system("CellPhone/ipod_cursor2.png")
@ipod_player_cursor.x = 210
@ipod_player_cursor.y = 220
@ipod_player_cursor.z = 7
when 1
@ipod_player_cursor.bitmap = Cache.system("CellPhone/ipod_cursor.png")
@ipod_player_cursor.x = 247
@ipod_player_cursor.y = 220
@ipod_player_cursor.z = 7
when 2
@ipod_player_cursor.bitmap = Cache.system("CellPhone/ipod_cursor3.png")
@ipod_player_cursor.x = 280
@ipod_player_cursor.y = 222
@ipod_player_cursor.z = 7
end

if Input.trigger?(Input::C)
case @ipod_player_cursor_index
when 0
if @files[@file-1]!=nil
Audio.bgm_stop
@ipod_player_col.bitmap.dispose
@ipod_player.bitmap.dispose
@ipod_player_cursor.bitmap.dispose
@ipod_base.contents.clear
create_ipod_player(@file-1,0)
end
when 1
Audio.bgm_play("Graphics/System/CellPhone/Memory/Music/"+@files[@file])
when 2
if @files[@file+1]!=nil
Audio.bgm_stop
@ipod_player_col.bitmap.dispose
@ipod_player.bitmap.dispose
@ipod_player_cursor.bitmap.dispose
@ipod_base.contents.clear
create_ipod_player(@file+1,2)
end
when 3
Audio.bgm_stop
end
end

if Input.trigger?(Input::B)
@ipod_player_col.bitmap.dispose
@ipod_player.bitmap.dispose
@ipod_player_cursor.bitmap.dispose
@ipod_base.contents.clear
create_icons
end
end
def create_call
@c_index=12
@scene = Scene_Party.new()

#==================================================================#
# Phone_Msg
# Send messages to yhe player
#==================================================================#
class Phone_Msg < Window_Base

def initialize(autor="Unknown",title="No title",msg="")
super(0,0,40,42)
self.opacity=0
if $phone_online==true
if $messages[9] == nil
$full_msgbox=false
Audio.se_play(Mod::SMS_TONE)
msg = msg.delete("\n")
autor = autor.delete("\n")
title= title.delete("\n")
msg_array = msg.ltrim(190,self.contents.font.size,self.contents.font.name)
array = [autor,title,msg_array,false,false] # readed, sended, deleted
for i in 0..9
if $messages[i]==nil
$messages[i]=array
break
end
end
$scene.one_time=true
end
if $messages[9] != nil
$full_msgbox=true
end
end
end
end

#==================================================================#
# String Modification
# RGSS++
#==================================================================#
class String
def trim
@subself = self.clone
loop do
@subself[0,1] = "" if @subself[0,1] == " "
@subself[-1,1] = "" if @subself[-1,1] == " "
break if @subself[0,1] != " " and @subself[-1,1] != " "
end
return @subself
end
def ltrim (width, fontsize, fontname=0)
str = self.trim.clone
bit = Bitmap.new(1,1)
bit.font.name = fontname
bit.font.size = fontsize
wordcount = 0
size = 0
line = ""
word = ""
result = []
while ((c = str.slice!(/./m)) != nil)
wordcount += bit.text_size©.width if c != " "
word += c
if c == " " and (wordcount + size) <= width
line += word
word = ""
size += wordcount + bit.text_size©.width
wordcount = 0
end
if c == " " and (wordcount + size) >= width
result.push(line)
line = word
word = ""
size = wordcount
wordcount = 0
end
if c == "\n" and line != ""
result.push(line)
line = ""
size = 0
wordcount = 0
end
end
line += word if word != ""
if line != ""
result.push(line)
end
return result
end
end

#==================================================================#
# Scene_Map
# Modification for Phone Notifications
#==================================================================#
class Scene_Map < Scene_Base

attr_accessor :one_time

alias start_phone start
def start
start_phone
@one_time=true
for i in 0..9
if $messages[i] !=nil
if $messages[i][3] == false
if @unreaded_msg == nil
@unreaded_msg=0
@unreaded_msg=@unreaded_msg + 1
$messages[i][4]=true
else
@unreaded_msg=@unreaded_msg + 1
$messages[i][4]=true
end
end
end
end

if @unreaded_msg !=nil
if @unreaded_msg != 0
if @alert != nil
@alert.bitmap.dispose
end
if @msg_alert_base != nil
@msg_alert_base.contents.clear
@msg_alert_base.dispose
end
@alert=Sprite.new
@alert.bitmap = Cache.system("CellPhone/new_msgs.png")
@alert.x=10
@alert.y=10
@msg_alert_base = Window_Base.new(-6,0,130,130)
@msg_alert_base.contents.draw_text(0,74,100,20,@unreaded_msg.to_s,1)
@msg_alert_base.opacity=0
end
end

end

alias terminate_phone terminate
def terminate
terminate_phone
if @msg_alert_base != nil
super
@msg_alert_base.contents.clear
@msg_alert_base.dispose
@alert.bitmap.dispose
end
end

alias update_phone update
def update
update_phone

if @msg_alert_base != nil
@msg_alert_base.update
end

if @one_time==true
for i in 0..9
if $messages[i] !=nil
if $messages[i][3] == false
if $messages[i][4]== false
if @unreaded_msg == nil
@unreaded_msg=0
@unreaded_msg=@unreaded_msg + 1
$messages[i][4]=true
else
@unreaded_msg=@unreaded_msg + 1
$messages[i][4]=true
end
end
end
end
end
if @unreaded_msg !=nil
if @unreaded_msg != 0
if @alert != nil
@alert.bitmap.dispose
end
if @msg_alert_base != nil
@msg_alert_base.contents.clear
@msg_alert_base.dispose
end
@alert=Sprite.new
@alert.bitmap = Cache.system("CellPhone/new_msgs.png")
@alert.x=10
@alert.y=10
@msg_alert_base = Window_Base.new(-6,0,130,130)
@msg_alert_base.contents.draw_text(0,74,100,20,@unreaded_msg.to_s,1)
@msg_alert_base.opacity=0
end
end
@one_time=false
end


end
end

#==================================================================#
# Scene_Menu
# Modification for Phone Option in Menu.
#==================================================================#
class Scene_Menu < Scene_Base

def create_command_window
if Mod::ADD_MENU_OPTION==true
s1 = Vocab::item
s2 = Vocab::skill
s3 = Vocab::equip
s4 = Vocab::status
s5 = Mod::MENU_OPTION_TITLE
s6 = Vocab::save
s7 = Vocab::game_end
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7])
@command_window.index = @menu_index
if $game_party.members.size == 0 # パーティ人数が 0 人の場合
@command_window.draw_item(0, false) # アイテムを無効化
@command_window.draw_item(1, false) # スキルを無効化
@command_window.draw_item(2, false) # 装備を無効化
@command_window.draw_item(3, false) # ステータスを無効化
end
if $game_system.save_disabled # セーブ禁止の場合
@command_window.draw_item(4, false) # セーブを無効化
end
end
if Mod::ADD_MENU_OPTION==false
s1 = Vocab::item
s2 = Vocab::skill
s3 = Vocab::equip
s4 = Vocab::status
s5 = Vocab::save
s6 = Vocab::game_end
@command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])
@command_window.index = @menu_index
if $game_party.members.size == 0 # パーティ人数が 0 人の場合
@command_window.draw_item(0, false) # アイテムを無効化
@command_window.draw_item(1, false) # スキルを無効化
@command_window.draw_item(2, false) # 装備を無効化
@command_window.draw_item(3, false) # ステータスを無効化
end
if $game_system.save_disabled # セーブ禁止の場合
@command_window.draw_item(4, false) # セーブを無効化
end
end
end

def update_command_selection
if Mod::ADD_MENU_OPTION==true
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
if $game_party.members.size == 0 and @command_window.index < 4
Sound.play_buzzer
return
elsif $game_system.save_disabled and @command_window.index == 4
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when 0 # アイテム
$scene = Scene_Item.new
when 1,2,3 # スキル、装備、ステータス
start_actor_selection
when 4
$scene = Phone.new
when 5 # セーブ
$scene = Scene_File.new(true, false, false)
when 6 # ゲーム終了
$scene = Scene_End.new
end
end
end
if Mod::ADD_MENU_OPTION==false
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
if $game_party.members.size == 0 and @command_window.index < 4
Sound.play_buzzer
return
elsif $game_system.save_disabled and @command_window.index == 4
Sound.play_buzzer
return
end
Sound.play_decision
case @command_window.index
when 0 # アイテム
$scene = Scene_Item.new
when 1,2,3 # スキル、装備、ステータス
start_actor_selection
when 4 # セーブ
$scene = Scene_File.new(true, false, false)
when 5 # ゲーム終了
$scene = Scene_End.new
end
end
end
end
end



[Show/Hide] party manager script



# ** Prexus - Party Manager (v1.1c)
#------------------------------------------------------------------------------
# This is a Party Management system, created by Prexus. It allows you to
# change your party makeup, out of a reserve of characters. It also allows you
# to lock characters, making them mandatory, and make characters unavailable.
#
# See thread at RMXP.org for instructions:
# http://www.rmxp.org/forums/index.php?topic...02326#msg402326
#
# - Changelog (v1.1c)
# * Fixed a graphical error in the party reserves window
#
# - (v1.1b)
# * Fixed a bug with the draw_item_name method, added the width parameter
# - (v1.1)
# * Added functionality to see player's equipment (press the A button)
#
#==============================================================================

module RPG
class Actor
def setup
@found = false
@unavailable = false
@required = false
end
attr_accessor :found
attr_accessor :unavailable
attr_accessor :required
end
end

class Game_Actors
attr_reader :data
alias prex_party_g_actors_initialize initialize
def initialize
prex_party_g_actors_initialize
$data_actors.each do |actor|
actor.setup if actor
@data[actor.id] = Game_Actor.new(actor.id) if actor
end
end
end

class Scene_File < Scene_Base
alias prex_party_s_file_write_save_data write_save_data
alias prex_party_s_file_read_save_data read_save_data
def write_save_data(file)
prex_party_s_file_write_save_data(file)
Marshal.dump($data_actors, file)
end
def read_save_data(file)
prex_party_s_file_read_save_data(file)
$data_actors = Marshal.load(file)
end
end

class Scene_Title < Scene_Base
alias prex_party_s_title_command_new_game command_new_game
def command_new_game
prex_party_s_title_command_new_game
$game_party.members.each {|s| s.actor.found = true if s}
end
end

class Window_Base < Window
def draw_item_name(item, x, y, enabled = true, width = 172)
if item != nil
draw_icon(item.icon_index, x, y, enabled)
self.contents.font.color = normal_color
self.contents.font.color.alpha = enabled ? 255 : 128
self.contents.draw_text(x + 24, y, width, WLH, item.name)
end
end
end

class Scene_Party < Scene_Base
def start
super
create_menu_background
create_windows
end
def create_windows
@member_window = Window_CurrentMember.new
@party_window = Window_CurrentParty.new
@party_window.active = true
@selectable_window = Window_SelectMember.new
end
def update_windows
@member_window.update
@party_window.update
@selectable_window.update
if @party_window.active
@member_window.set_member(@party_window.member)
elsif @selectable_window.active
@member_window.set_member(@selectable_window.member)
end
end
def terminate
super
@member_window.dispose
@party_window.dispose
@selectable_window.dispose
end
def update
super
update_windows
update_input
end
def update_input
if Input.trigger?(Input::A)
if @member_window.mode == 1
@member_window.set_mode(0)
elsif @member_window.mode == 0
@member_window.set_mode(1)
end
end
if @party_window.active
if Input.trigger?(Input::B)
Sound.play_cancel
$scene = Scene_Map.new
elsif Input.trigger?(Input::C)
member = @party_window.member
if member != nil
if member.actor.unavailable or member.actor.required
Sound.play_buzzer
return
end
end
Sound.play_decision
@party_window.active = false
@selectable_window.active = true
@selectable_window.index = 0
end
elsif @selectable_window.active
if Input.trigger?(Input::B)
Sound.play_cancel
@selectable_window.index = -1
@selectable_window.active = false
@party_window.active = true
elsif Input.trigger?(Input::C)
member = @selectable_window.member
if member != nil
if member.actor.unavailable
Sound.play_buzzer
return
end
end
Sound.play_decision
$game_party.remove_actor(@party_window.member.id) if @party_window.member != nil
$game_party.add_actor(@selectable_window.member.id) if @selectable_window.member != nil
@selectable_window.refresh
@party_window.refresh
@selectable_window.index = -1
@selectable_window.active = false
@party_window.active = true
end
end
end
end

class Window_CurrentMember < Window_Base
attr_reader :mode
def initialize(member = nil, mode = 0)
super(304, 80, 192, 256)
create_contents
@member = member
@mode = 0
refresh
end
def member
return @member
end
def set_member(member)
old_member = @member
@member = member
refresh if old_member != @member
end
def set_mode(mode)
@mode = mode if [0, 1].include?(mode)
refresh
end
def refresh
self.contents.clear
return unless @member
x, y = 0, 0
self.draw_actor_face(@member, x, y, 48)
self.draw_actor_name(@member, x + 52, y)
self.draw_actor_class(@member, x + 52, y + WLH)
self.draw_actor_level(@member, x, y + WLH*2)
case @mode
when 0
self.draw_icon(142, self.contents.width - 24, y + WLH*2)
self.contents.draw_text(x, y + WLH*2, self.contents.width - 12, WLH, 'Equip', 2)
self.draw_actor_hp(@member, x, y + WLH*3, 160)
self.draw_actor_mp(@member, x, y + WLH*4, 160)
self.draw_actor_parameter(@member, x, y + WLH*5, 0)
self.draw_actor_parameter(@member, x, y + WLH*6, 1)
self.draw_actor_parameter(@member, x, y + WLH*7, 2)
self.draw_actor_parameter(@member, x, y + WLH*8, 3)
when 1
self.draw_icon(143, self.contents.width - 24, y + WLH*2)
self.contents.draw_text(x, y + WLH*2, self.contents.width - 12, WLH, 'Stat', 2)
for i in 0...@member.equips.size
item = @member.equips[i]
self.draw_item_name(item, x, y + WLH*(3+i), true, self.contents.width - 24)
end
end
end
end

class Window_CurrentParty < Window_Selectable
def initialize
super(48, 80, 256, 64)
@item_max = 4
@column_max = @item_max
create_contents
self.index = 0
refresh
end
def member
return $game_party.members[self.index]
end
def refresh
for i in 0...@item_max
rect = item_rect(i)
self.contents.clear_rect(rect)
end
for i in 0...$game_party.members.size
rect = item_rect(i)
bitmap = Cache.character($game_party.members[i].character_name)
sign = $game_party.members[i].character_name[/^[\!\$]./]
if sign != nil and sign.include?('$')
cw = bitmap.width / 3
ch = bitmap.height / 4
else
cw = bitmap.width / 12
ch = bitmap.height / 8
end
n = $game_party.members[i].character_index
src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)
if $game_party.members[i].actor.unavailable
self.contents.blt(rect.x, rect.y, bitmap, src_rect, 128)
else
self.contents.blt(rect.x, rect.y, bitmap, src_rect, 255)
end
if $game_party.members[i].actor.required
lock_bitmap = Cache.system("Locked")
self.contents.blt(rect.x + rect.width - lock_bitmap.width,
rect.y + rect.height - lock_bitmap.height,
lock_bitmap, lock_bitmap.rect)
end
end
end
def item_rect(index)
rect = Rect.new(0, 0, 0, 0)
rect.width = (contents.width + @spacing) / @column_max - @spacing
rect.height = 32
rect.x = index % @column_max * (rect.width + @spacing)
rect.y = index / @column_max * 32
return rect
end
end

class Window_SelectMember < Window_Selectable
def initialize
super(48, 144, 256, 192)
calculate_actors
@item_max = @actors.size + 1
@column_max = 4
self.index = -1
self.active = false
refresh
end
def calculate_actors
@actors = []
for a in $game_actors.data
@actors << a if a != nil and a.actor.found and !$game_party.members.include?(a)
end
end
def member
return @actors[self.index]
end
def refresh
self.contents.clear
calculate_actors
@item_max = @actors.size + 1
for i in 0...@actors.size
rect = item_rect(i)
bitmap = Cache.character(@actors[i].character_name)
sign = @actors[i].character_name[/^[\!\$]./]
if sign != nil and sign.include?('$')
cw = bitmap.width / 3
ch = bitmap.height / 4
else
cw = bitmap.width / 12
ch = bitmap.height / 8
end
n = @actors[i].character_index
src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)
if @actors[i].actor.unavailable
self.contents.blt(rect.x, rect.y, bitmap, src_rect, 128)
else
self.contents.blt(rect.x, rect.y, bitmap, src_rect, 255)
end
if @actors[i].actor.required
lock_bitmap = Cache.system("Locked")
self.contents.blt(rect.x + rect.width - lock_bitmap.width,
rect.y + rect.height - lock_bitmap.height,
lock_bitmap, lock_bitmap.rect)
end
end
end
def item_rect(index)
rect = Rect.new(0, 0, 0, 0)
rect.width = (contents.width + @spacing) / @column_max - @spacing
rect.height = 32
rect.x = index % @column_max * (rect.width + @spacing)
rect.y = index / @column_max * 32
return rect
end
end


Thanks all! (sry for mistakes, im hungarian)
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