04-01-2012, 08:59 PM
DESCRIZIONE:
Grazie a questo script, si potrà ottenere un nuovo oggetto quando se ne usa uno. (Ad esempio come in Zelda: quando bevi una pozione, ottieni una bottiglia vuota.)
AUTORE/I:
ASCIIgod
ISTRUZIONI:
Istruzioni nello script (sono in inglese, quando ho tempo le traduco)
SCRIPT:
[SPOILER]
[/SPOILER]
BUG E CONFLITTI NOTI:
Nessuno
Grazie a questo script, si potrà ottenere un nuovo oggetto quando se ne usa uno. (Ad esempio come in Zelda: quando bevi una pozione, ottieni una bottiglia vuota.)
AUTORE/I:
ASCIIgod
ISTRUZIONI:
Istruzioni nello script (sono in inglese, quando ho tempo le traduco)
SCRIPT:
[SPOILER]
Codice:
################################################################
#
###############
# #
# #
# ASCIIgod's consumed item swapping script(let) #
# Ver.0.1 #
################################################################################
# #
# this script(let) allows you to have an item that swaps or pherhaps i should #
# say, changes upon consming. This script(let) has a little equallity to the #
# system the zelda games uses. like for example, link got a bottle that has #
# nothing in it. so we buy a potion or pherhaps caught a fairy. instead of #
# using the tradfitional and tedios 'common event' i cam up a solution. #
# so instead of the item disappearing it will rather evolve to a new one. like #
# drinking a bottle of potion, instead of throwing away the bottle the heroes #
# can recycle it to reduce waste but thats out of the scripts capabilities ^V^ #
################################################################################
# #
# note that i did it under a default clean project so it might not compatible #
# with scripts that changes the scene_item itself like the grid inventory from #
# modern algebra or the tem weight script(which i dont know the name of the #
# author).... so im going to make the compatible soon.... also note that the #
# substitution process take place AFTER the item is consumed(in and out) #
# of battle. so you must check your inventory again to see what item changes #
################################################################################
# #
# instruction: just jam all the item ids in the has under the module of the one#
# you want to have a substitutional item. then next to the => command is the #
# item that will substitute after the item is consumed.... thats just easy.... #
################################################################################
# #
# final note: i tested it nad it works but. the second time you're gonna get #
# subtitution item you may notice it does count well the fix for that is simply#
# get out of the item screen and return. the addition will now be applied. i'll#
# fix it sometime. sorry. #
################################################################################
module ASCII
module ITEM_SWAP
#put the item id you want to have a subtitute upon consuming
ITEM_SWAPPING =
{
# item_id => swap_id
1 => 2,
3 => 2,
}
end
end
# be warned that editing below here needs a lv20+ scripter to survive or else,
# you may suffer from under level sickness and easily be pawned by the lvl50 programming
# porings and lose all your HP in one try ^v^..... you've been warned.
class Game_Party < Game_Unit
def consume_item(item)
if item.is_a?(RPG::Item) and item.consumable
lose_item(item, 1)
swap = ASCII::ITEM_SWAP::ITEM_SWAPPING[item.id]
gain_item($data_items[swap], 1)
end
end
end
BUG E CONFLITTI NOTI:
Nessuno