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Messages postés : 1356 Date d'inscription : 05/01/2013 Jauge LPC :
| Sujet: Jardin system Lun 16 Fév 2015 - 17:07 | |
| Authors: ForeverZer0 Version: 3.0 Type: Advanced Garden System J'ai trouver ça je le post il peut etre utile pour les Arshes qui on la main verte lol.(Traduction des infos par google...) Présentation Ce système vous permettra de facilement mettre en place un système de jardinage très semblable à celui de "Legend of Mana" pour PSX. Pour ceux qui n'ont jamais joué à ce jeu, il s'agit essentiellement d'un système qui permet aux graines de plantes joueur qu'ils ont acquises, qui se développeront au fil du temps dans les plantes entières. Une fois que les plants sont mûres, elles peuvent être récoltées pour les articles. Caractéristiques Configuration facile et total des taux de croissance, les résultats d'articles, etc Chaque plante utilise sa propre horloge indépendant, qui sera enregistré avec le jeu. Timers fonctionner en permanence en tâche de fond à moins joueur se trouve dans le menu, etc Les stades différents montrent la progression de bourgeon de plante cultivée totale. Les événements peuvent être facilement mis en place, et vous pouvez en utiliser autant que nécessaire. - Spoiler:
Démo: http://dl.dropbox.com/u/20787370/Scripts/Dynamic%20Gardening/Dynamic%20Gardening%20v.3.0.zip Script: - Spoiler:
- Code:
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#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=: # Dynamic Gardening # Author: ForeverZer0 # Date: 5.13.2011 # Version: v.3.0 #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=: # VERSION HISTORY #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=: # v.1.1 (4.15.2010) # - Improved coding # - No longer uses game variables, events use self-switches instead # - Added ability to create different graphics for every plant, without # having to use more event pages # - Much less tedious setting up multiple events and changing the every # condition variable. # v.2.0 (10.10.2010) # - Total re-write. Code has been vastly improved and is much more efficient. # - Event setup has been simplified. Now requires only a single comment, and # does not require multiple pages. # - Added configurability for the number of stages each item requires. # - The timers no longer use Game_System to constantly update, but simply # compare themselves with the Graphics.frame_count when the event exists # on the current map, which also allows the plants to grow during scenes # other than Scene_Map and Scene_Battle. # - Got rid of Scene_Harvest. Scene_Garden now handles both aspects, and has # been improved. # - Added item icons to the help window display. # v.3.0 (5.13.2011) # - Restructured code completely # - Increased compatibility and performance # - Fixed bug with final graphic not behaving correctly #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=: # # Explanation: # # This system allows the player to plant seeds, which will eventually grow # into plants that can be harvested for items. The system is very similar in # nature to that found in Legend of Mana. Seed's can be combined in different # ways, which will effect the total growth duration, the number of stages the # plant passes through, the graphics used, and of course the final result. # # Features: # # - Totally configurable growth rates, results, and graphics for every plant. # - Can use arrays of items for each result, so the final item is not # neccessarily the same every time. # - Each plant timer is independent, and its progress is saved with the game. # - Easy setup. Need only a single comment in one of the event's pages. # # Instructions: # # - Place script below Debug and above Main # - Configure the options below (instructions are with each setting) # - Create an event, setting the graphic to whatever you want. This will be the # graphics used when nothing is growing on the plant. # - At the very top event's page, place a comment that reads "Garden Event", # omitting the quotation marks. # - As long as the page's conditions are met, this event can be clicked on to # initiate the Garden scene, and can grow plants. # - Note that plants can be harvested early, but they will yield nothing until # they are ripe. # #::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: # BEGIN CONFIGURATION #::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: #=============================================================================== # ** Garden #===============================================================================
module Garden SEED_IDS = [1, 2, 3, 4, 5, 6, 7, 8] # IDs of the items in the database that are seeds. Add them into the array in # the order of value/rarity in your game HARVEST_SE = '056-Right02' # This is the SE that will be played when the player harvests the plant. SEED_DISPLAY = true # If true, all seeds will be displayed in the seed window, including those # that the player does not have, though they will be disabled. If false, only # seeds that that the player currently has will be displayed. # Define the growth rates here. (the average of both seeds will be used) def self.growth_rate(seed) return case seed # when SEED_ID then SECONDS when 1 then 10 when 2 then 12 when 3 then 15 when 4 then 20 when 5 then 23 when 6 then 25 when 7 then 30 when 8 then 35 end end #------------------------------------------------------------------------------- # Define the number of stages that each item uses. The stages will still cycle # in the same order, but only use up to the defined number of them before going # to the final graphic. This will not effect the duration that the seed takes to # grow, only how many times the graphic changes. # # You do not have to define anything that uses a three stage configuration. #------------------------------------------------------------------------------- def self.number_stages(result) case result when 8..16 return 4 when 17..24 return 5 else return 3 end end #------------------------------------------------------------------------------- # Define the final result of the seeds. A random item from the array will be # given as the final result. # # Each seed is given a value from 0 to the total number of seeds in the SEED_IDS # array, and both values are added together to determine which 'produce' array # will be used for the final result. This is why it is important that you have # the SEED_IDS array in order of value/rarity. You can find the total number of # cases you will need by subtracting 1 from the total number of different seeds # in SEED_IDS, and multiplying that number by 2. # # EX. Player uses one each of the first and last seed in the SEED_IDS array, # and there are 8 total seeds in the array... # # FIRST_SEED = 2 # LAST_SEED = 5 2 + 5 = RESULT # # By placing multiple copies of the same value in an array, you can increase # the odds of receiving that item over another in the same array. #-------------------------------------------------------------------------------
def self.produce(seed) return case seed when 0 then [9, 10] # Only if both seed are the lowest seeds when 1 then [10, 11] when 2 then [12, 13] when 3 then [13, 14] when 4 then [14, 15] when 5 then [15, 16] when 6 then [16, 17] # Every combination in between when 7 then [17, 18] when 8 then [18, 19] when 9 then [19, 20] when 10 then [20, 21] when 11 then [21, 22] when 12 then [22, 23] when 13 then [23, 24] when 14 then [24] # Only if both seeds are the highest seeds end end #------------------------------------------------------------------------------- # Define graphics for the final results, and each stage. Follow the below # template to set it up. # # when ITEM_ID/STAGE then ['FILENAME', X, Y] # # ITEM_ID = The ID number of the item in your database # STAGE = The stage during which to display the graphic # # FILENAME = The name of the character file the needed graphic is on # X = The x-coordinate of the correct picture on the charset (1 - 4) # Y = The y-coordinate of the correct picture on the charset (1 - 4) # # ? X ? Ex. If the needed graphic was in the bottom # 1 2 3 4 left corner: X = 1 Y = 4 # +-----------+ # 1 � � � � � # +--+--+--+--� # ? 2 � � � � � # Y +--+--+--+--� # ? 3 � � � � � # +--+--+--+--� # 4 � � � � � # +-----------+ #-------------------------------------------------------------------------------
def self.stage_graphics(stage) return case stage when 0 then ['Plants1', 1, 1] when 1 then ['Plants1', 2, 3] when 2 then ['Plants1', 2, 1] when 3 then ['Plants1', 4, 2] when 4 then ['Plants1', 2, 4] end end
def self.final_graphic(item) return case item when 9 then ['Garden Plants', 1, 1] when 10 then ['Garden Plants', 2, 4] when 11 then ['Garden Plants', 3, 4] when 12 then ['Garden Plants', 4, 4] when 13 then ['Garden Plants', 1, 4] when 14 then ['Garden Plants', 2, 2] when 15 then ['Garden Plants', 3, 2] when 16 then ['Garden Plants', 4, 2] when 17 then ['Garden Plants', 1, 2] when 18 then ['Garden Plants', 2, 3] when 19 then ['Garden Plants', 3, 3] when 20 then ['Garden Plants', 4, 3] when 21 then ['Garden Plants', 1, 3] when 22 then ['Garden Plants', 2, 1] when 23 then ['Garden Plants', 3, 1] when 24 then ['Garden Plants', 4, 1] end end #::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: # END CONFIGURATION #:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
def self.plant_seeds(seed1, seed2, event_id) # Create a new instance of a Garden::Plant plant = self::Plant.new(event_id, seed1, seed2) if $game_system.garden[$game_map.map_id] == nil $game_system.garden[$game_map.map_id] = [plant] else $game_system.garden[$game_map.map_id].push(plant) end end def self.harvest(id) # Find the appropriate plant. plant = $game_system.garden[$game_map.map_id].find {|plant| plant.id == id } return nil if plant == nil # Return the result, and delete plant data from array. result = plant.produce plant.restore_event $game_system.garden[$game_map.map_id] -= [plant] return result end
#=============================================================================== # ** Garden::Plant #===============================================================================
class Plant attr_reader :id, :ripe def initialize(id, seed1, seed2) # Initialize needed instance variables. @id, @seed1, @seed2 = id, seed1, seed2 @ripe, @stage = false, -1 # Run setup method, using data in Garden config for this plant's seeds setup end def setup # Store original graphic, direction, and pattern in variable. event = $game_map.events[@id] @original_event = [event.character_name, event.direction, event.pattern] # Calculate the total duration of the seed combination. @duration = (Garden.growth_rate(@seed1) + Garden.growth_rate(@seed2)) # Find the produce that this combination will grow into comb = Garden::SEED_IDS.index(@seed1) + Garden::SEED_IDS.index(@seed2) @produce = Garden.produce(comb) @produce = @produce[rand(@produce.size)] # Get the number of stages this plant will use, then setup counts for it number, count = Garden.number_stages(@produce), 0 dur = (@duration / number.to_f).to_i @stages = (0...number).to_a @stages.collect! {|i| $game_system.garden_counter + (i * dur) } # Refresh the plant to apply changes refresh end def refresh unless @ripe # Initialize local variable that will determine if graphic needs redrawn. previous = @stage count = @stages.find_all {|rate| $game_system.garden_counter <= rate } @stage = (@stages.size - count.size) @ripe = (@stage >= @stages.size - 1) # Redraw bitmap if needed. change_graphic(@ripe) if previous != @stage end end def change_graphic(final) # Set local variable to this plant's event event = $game_map.events[@id] data = final ? Garden.final_graphic(@produce) : Garden.stage_graphics(@stage) # Apply graphical change by simply altering event's stance and source event.character_name = data[0] event.direction = (2 * data[2]) event.pattern = (data[1] - 1) event.refresh end def restore_event # Restore event to original state before planting. event = $game_map.events[@id] event.character_name = @original_event[0] event.direction = @original_event[1] event.pattern = @original_event[2] end def produce # Return nil if not yet ripe, else return an item ID. return (@ripe ? @produce : nil) end end end
#=============================================================================== # ** Game_System #===============================================================================
class Game_System attr_accessor :garden, :garden_counter alias zer0_garden_init initialize def initialize # Initialize variables used for the garden system. @garden_counter = 0 @garden = {} zer0_garden_init end alias zer0_garden_upd update def update # Increase garden counter and check if update is needed every second. if (Graphics.frame_count % 40) == 0 @garden_counter += 1 # Check if current map has any plants on it. If so, refresh them. if @garden[$game_map.map_id] != nil && !@garden[$game_map.map_id].empty? @garden[$game_map.map_id].each {|plant| plant.refresh } end end zer0_garden_upd end end
#=============================================================================== # ** Game_Event #===============================================================================
class Game_Event attr_accessor :character_name, :direction, :pattern alias zer0_garden_event_refresh refresh def refresh # Normal refresh method. zer0_garden_event_refresh # Set flag for this event being a garden event. @garden_event = (@page != nil && @page.list[0].code == 108 && @page.list[0].parameters[0] == 'Garden Event') end alias zer0_garden_upd update def update # Skip update method foe this event if it is a plant. @garden_event ? return : zer0_garden_upd end alias zer0_garden_event_start start def start # Redefine the 'start' method if Garden Event flag is present. if @garden_event plants, harvest = $game_system.garden[$game_map.map_id], false # Check if plant exists, and if so check if it is ripe. pick = plants != nil ? (plants.find {|obj| obj.id == @id }) != nil : false $scene = Scene_Garden.new(@id, pick) else zer0_garden_event_start end end end #=============================================================================== # ** Game_Map #===============================================================================
class Game_Map alias zer0_garden_setup setup def setup(map_id) zer0_garden_setup(map_id) # Refresh each plant when map is set up if $game_system.garden[@map_id] != nil $game_system.garden[@map_id].each {|obj| obj.change_graphic(obj.ripe) } end end end
#=============================================================================== # * Window_Seed #===============================================================================
class Window_Seed < Window_Selectable def initialize super(160, 304, 320, 160) self.index = 0 refresh end def refresh # Clear the bitmap. self.contents = self.contents.dispose if self.contents != nil # Determine what seeds to display. @seeds = Garden::SEED_IDS.collect {|id| $data_items[id] } unless Garden::SEED_DISPLAY @seeds.reject! {|seed| $game_party.item_number(seed.id) < 1 } end @item_max = @seeds.size # Draw the items on the bitmap. if @item_max > 0 self.contents = Bitmap.new(width - 32, @item_max * 32) @seeds.each_index {|i| item = @seeds[i] number = $game_party.item_number(item.id) self.contents.font.color = number > 0 ? normal_color : disabled_color opacity = number > 0 ? 255 : 128 # Find icon bitmap and set it to window, and draw the text. bitmap = RPG::Cache.icon(item.icon_name) self.contents.blt(4, i*32+4, bitmap, Rect.new(0, 0, 24, 24), opacity) self.contents.draw_text(32, i*32, 288, 32, item.name) self.contents.draw_text(-32, i*32, 288, 32, ':', 2) self.contents.draw_text(-4, i*32, 288, 32, number.to_s, 2) } end end def seed # Returns currently highlighted seed item. return @seeds[self.index] end end
#=============================================================================== # * Scene_Garden #===============================================================================
class Scene_Garden def initialize(id, harvest) @event_id, @harvest = id, harvest # Play SE to give impression that scene never changed. $game_system.se_play($data_system.decision_se) $game_player.straighten garden = $game_system.garden[$game_map.map_id] if garden != nil @plant = garden.find {|plant| plant.id == id } end end def main # Create map sprite and required windows. @map, @help_window = Spriteset_Map.new, Window_Help.new # Create Confirmation window. @confirm_window = Window_Command.new(128, ['Yes', 'No']) @confirm_window.x, @confirm_window.y = 496, 336 # Initialize sprites array. Used to handle all the sprites together. @sprites = [@map, @help_window, @confirm_window] # Create seed window if plant is not being harvested. unless @harvest @seed_window = Window_Seed.new @sprites.push(@seed_window) @seed_window.active = @seed_window.visible = false @help_window.set_text('Plant seeds here?') else @data = $game_system.garden[$game_map.map_id][@event_id] if @plant != nil && @plant.ripe text = 'This plant is ripe. Would you like to harvest it?' else text = 'Nothing is growing yet on this plant. Harvest it anyway?' end @help_window.set_text(text) end # Transition instantly then start main loop. Graphics.transition(0) loop { Graphics.update; Input.update; update; break if $scene != self } # Dispose of all the sprites. @sprites.each {|sprite| sprite.dispose } # Have map refresh to update any changes made. $game_map.need_refresh = true end def update @sprites.each {|sprite| sprite.update } # Branch update method depending on what window is active. if @confirm_window.active update_confirm elsif @seed_window != nil && @seed_window.active update_seed_select end end def update_confirm if Input.trigger?(Input::B) # Branch by what action is being canceled. if @harvest back_to_map else @seed1 == nil ? back_to_map : cancel_seed_selection end elsif Input.trigger?(Input::C) # Branch by what action is being confirmed. if @harvest if @confirm_window.index == 0 item_id = Garden.harvest(@event_id) if item_id != nil @confirm_window.active = @confirm_window.visible = false # Gain item, play the harvest SE, then return to the map. $game_party.gain_item(item_id, 1) $game_system.se_play(RPG::AudioFile.new(Garden::HARVEST_SE, 80, 100)) show_results($data_items[item_id]) $scene = Scene_Map.new else back_to_map end else back_to_map end else # If asking if player would like to plant seeds at this location. if @seed1 == nil if @confirm_window.index == 0 @seed_window.active = @seed_window.visible = true @confirm_window.active = @confirm_window.visible = false @help_window.set_text('Which seeds would you like to plant?') else back_to_map return end else # If confirming seed selection. if @confirm_window.index == 0 # Plant seeds and return to map. Garden.plant_seeds(@seed1.id, @seed2.id, @event_id) $scene = Scene_Map.new else # If canceling seed selection cancel_seed_selection return end end $game_system.se_play($data_system.decision_se) end end end def show_results(result) @help_window.contents.clear # Display the message in the help window. @help_window.draw_item_name(result, 0, 0) cw = @help_window.contents.text_size(result.name).width + 32 @help_window.contents.draw_text(cw, 0, 608, 32, ' received!') # Call Input.update to the clear key press. Input.update # Loop until it is pressed again. until Input.trigger?(Input::C) Graphics.update; Input.update; update end end def cancel_seed_selection # Play cancel SE, reset seeds, and activate/deactivate windows. $game_system.se_play($data_system.cancel_se) @seed_window.active = @seed_window.visible = true @confirm_window.active = @confirm_window.visible = false @help_window.set_text('Which seeds would you like to plant?') @seed1 = @seed2 = nil end def back_to_map # Play cancel SE and return to map. $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new end def update_seed_select if Input.trigger?(Input::B) # If first seed is selected, go back to re-select, else return to map. if @seed1 != nil $game_party.gain_item(@seed1.id, 1) @seed1 = nil @seed_window.refresh $game_system.se_play($data_system.cancel_se) else back_to_map end elsif Input.trigger?(Input::C) # Play Cancle SE if displayed and party has none. if $game_party.item_number(@seed_window.seed.id) < 1 $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) # Set first seed if not defined, else set the second seed and continue. if @seed1 == nil @seed1 = @seed_window.seed $game_party.lose_item(@seed1.id, 1) else @seed2, @seed_window.active = @seed_window.seed, false $game_party.lose_item(@seed2.id, 1) @confirm_window.active = @confirm_window.visible = true end # Refresh seed window to show changes in inventory. set_help @seed_window.refresh end end def set_help # Clear help window. @help_window.contents.clear # Draw items text = @seed2 != nil ? 'Plant these two seeds?' : 'Select second seed...' @help_window.set_text(text) @help_window.draw_item_name(@seed1, 224, 0) if @seed2 != nil cw = @help_window.contents.text_size(@seed1.name).width + 320 @help_window.draw_item_name(@seed2, cw, 0) end end end
Instructions Lieu script ci-dessous scripts par défaut, et au-dessus "Main". Remplissez la configuration dans le script (instructions à l'intérieur) Simple de créer un événement vide avec un commentaire sur sa première page qui se lit «l'événement Garden", et le tour est joué! Compatibilité: Aucun problème de compatibilité connus. Oublier pas les Crédits et Remerciements à ForeverZer0. |
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