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[NPM 4.0.7] [FULL] Craft System (New Update 2.0!)

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rvitor
Jonny
GallighanMaker
Adanrox
Valentine
JuanCollin
Gauthier99
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Mensagem por Gauthier99 Seg Dez 23, 2013 9:22 am

Hi all !

Update 2.0
* Bugs fix
* Now you can use 3 items needed
* Add a tools to create crafts
Update 1.1 : 
* Bugs fix in [WIN] Craft and [WIN] Quest_List
See the demo pack or the new scripts

Today I post my (*perfect*) craft script for Net Play Master v4.0.7 :D
First, can somebody translate this message and the script ? I'm French ^^.

I/ Demonstration



New Screens :

The tool : 
[NPM 4.0.7] [FULL] Craft System (New Update 2.0!) Tool

The new window with the 3rd item :
[NPM 4.0.7] [FULL] Craft System (New Update 2.0!) NewWindow

Old Screens :

Here's the script and the functions :
[NPM 4.0.7] [FULL] Craft System (New Update 2.0!) Fonctions


The Verfication :

[NPM 4.0.7] [FULL] Craft System (New Update 2.0!) Item_Verif

The player don't have all the items, so :

[NPM 4.0.7] [FULL] Craft System (New Update 2.0!) Item_Verif_2

If he has all the items (with the Amber Necklace) :
[NPM 4.0.7] [FULL] Craft System (New Update 2.0!) Item_Ok


II/ Tutorial



If you have any problem, you can download the demo pack in III/ Download.

1) Open the script menu

2) Create a new script before "[Main] Netplay Main". Call it : "[WIN] Craft"

Código:
#==============================================================================
# ** Craft
#------------------------------------------------------------------------------
#  By Gauthier99
#  Version 2.0
#  1 Jan 2014
#==============================================================================
def end_color
    return Color.new(0, 200, 0, 0)
  end

module Craft_Configure
  
  #--------------------------------------------------------------------------
  # * Liste des Crafts
  #
  #   Download the tools on Aldeia RPG :
  #   http://aldeiarpgbr.forumeiros.com/t9311-npm-407-full-craft-system-new-update-20
  #
  #--------------------------------------------------------------------------
  
  CRAFT = []
  
    CRAFT[1] = ["Sword Handle", 39, "Item", 41, 3,"Item", 0, 0, "No_2", 0, 0, "No_3"]
    CRAFT[2] = ["Iron Sword", 2, "Weapon", 39, 1,"Item", 36, 2, "Item", 0, 0, "No_3"]
    CRAFT[3] = ["Amber Necklace", 37, "Armor", 38, 1,"Item", 40, 1, "Item", 0, 0, "No_3"]
    CRAFT[4] = ["Strange Potion", 42, "Item", 2, 1,"Weapon", 37, 1, "Armor", 39, 1, "Item"]
    
end #Craft_Configure

#Initialisation    
class Window_Craft < Window_Base
  def initialize
    super(310,80,232,260)
    self.contents = Bitmap.new(width - 32, height - 32)
    @dragable = true
    @closable = true
    self.z = 999999
    self.back_opacity = 200
    refresh
  end
  
  def update
    super
  end
  
  def on_close
    $craft_go = false
    self.visible = false
    self.active = false
    $fechando_ativar = true
  end

  def refresh
    if $index_craft == nil
      $index_craft = 0
    end
    @actor = $game_party.actors[0]
    self.contents.clear
    @id = $index_craft + 1
    @name = Craft_Configure::CRAFT[@id][0]
    @type = Craft_Configure::CRAFT[@id][2]
    @id_item = Craft_Configure::CRAFT[@id][1]
    @item_1 = Craft_Configure::CRAFT[@id][3]
    @item_1_qt = Craft_Configure::CRAFT[@id][4]
    @item_1_type = Craft_Configure::CRAFT[@id][5]
    @item_2 = Craft_Configure::CRAFT[@id][6]
    @item_2_qt = Craft_Configure::CRAFT[@id][7]
    @item_2_type = Craft_Configure::CRAFT[@id][8]
    @item_3 = Craft_Configure::CRAFT[@id][9]
    @item_3_qt = Craft_Configure::CRAFT[@id][10]
    @item_3_type = Craft_Configure::CRAFT[@id][11]

    # Nom de l'item crafté
    rect = Rect.new(4, 0, self.contents.width - 8, 32)
    self.contents.font.color = Color.new(255, 0, 0)
    self.contents.draw_text(rect, @name.to_s, 1)

    # Infos de l'item crafté
    rect2 = Rect.new(4, 25, self.contents.width - 8, 32)
    self.contents.font.color = normal_color
    if @type == "Item"
      self.contents.draw_text(rect2, $data_items[@id_item].description, 1)
    elsif @type == "Weapon"
      self.contents.draw_text(rect2, $data_weapons[@id_item].description, 1)
    elsif @type == "Armor"
      self.contents.draw_text(rect2, $data_armors[@id_item].description, 1)
    end
    # Icon de l'item crafté
    if @type == "Item"
      bitmap = RPG::Cache.icon($data_items[@id_item].icon_name)
    elsif @type == "Weapon"
      bitmap = RPG::Cache.icon($data_weapons[@id_item].icon_name)
    elsif @type == "Armor"
      bitmap = RPG::Cache.icon($data_armors[@id_item].icon_name)
    end
    cw = bitmap.width
    ch = bitmap.height
    facing = 0
    src_rect = Rect.new(0, facing * ch, cw, ch)
    self.contents.blt(89, 51, bitmap, src_rect)
    
    # Séparation
    rect = Rect.new(1, -35, self.contents.width, self.contents.height)
    self.contents.font.color = normal_color
    self.contents.draw_text(rect, "-------------------------------------------------------------------------------", 1)
    self.contents.font.color = normal_color
    
    # "Items Requis : "
    rect = Rect.new(4, 80, self.contents.width - 8, 32)
    self.contents.font.color = normal_color
    self.contents.draw_text(rect, "Items Needed : ", 1)
    self.contents.font.color = normal_color
    
    # Icon de l'item 1 requis
    if @item_1_type == "Item"
      bitmap = RPG::Cache.icon($data_items[@item_1].icon_name)
    elsif @item_1_type == "Weapon"
      bitmap = RPG::Cache.icon($data_weapons[@item_1].icon_name)
    elsif @item_1_type == "Armor"
      bitmap = RPG::Cache.icon($data_armors[@item_1].icon_name)
    end
    cw = bitmap.width
    ch = bitmap.height
    facing = 0
    src_rect = Rect.new(0, facing * ch, cw, ch)
    self.contents.blt(10, 110, bitmap, src_rect)
    
    # Nom de l'item 1 requis
    rect = Rect.new(50, 104, 100, 30)
    self.contents.font.color = normal_color
    
    if @item_1_type == "Item"
      self.contents.draw_text(rect, $data_items[@item_1].name)
    elsif @item_1_type == "Weapon"
      self.contents.draw_text(rect, $data_weapons[@item_1].name)
    elsif @item_1_type == "Armor"
      self.contents.draw_text(rect, $data_armors[@item_1].name)
    end
    
    
    self.contents.font.color = normal_color
    
    # Quantité de l'item 1 requis
    rect = Rect.new(70, 104, self.contents.width - 8, 32)
    
    
    if @item_1_type == "Item"
      
      if $game_party.item_number(@item_1) >= @item_1_qt
      # Assez d'Item
        self.contents.font.color = Color.new(0, 128, 0)
      else
      # Pas Assez
        self.contents.font.color = Color.new(255, 0, 0)
      end
      self.contents.draw_text(rect, $game_party.item_number(@item_1).to_s+"/"+@item_1_qt.to_s, 1)
      
    elsif @item_1_type == "Weapon"
      
      if $game_party.weapon_number(@item_1) >= @item_1_qt
      # Assez d'Item
        self.contents.font.color = Color.new(0, 128, 0)
      else
      # Pas Assez
        self.contents.font.color = Color.new(255, 0, 0)
        
      end      
      self.contents.draw_text(rect, $game_party.weapon_number(@item_1).to_s+"/"+@item_1_qt.to_s, 1)
      
    elsif @item_1_type == "Armor"
      
      if $game_party.armor_number(@item_1) >= @item_1_qt
      # Assez d'Item
        self.contents.font.color = Color.new(0, 128, 0)
      else
      # Pas Assez
        self.contents.font.color = Color.new(255, 0, 0)
      end      
      self.contents.draw_text(rect, $game_party.armor_number(@item_1).to_s+"/"+@item_1_qt.to_s, 1)
      
    end
    
    
if @item_2 == 0
  #rien
else
  
  
   # Icon de l'item 2 requis
    if @item_2_type == "Item"
      bitmap = RPG::Cache.icon($data_items[@item_2].icon_name)
    elsif @item_2_type == "Weapon"
      bitmap = RPG::Cache.icon($data_weapons[@item_2].icon_name)
    elsif @item_2_type == "Armor"
      bitmap = RPG::Cache.icon($data_armors[@item_2].icon_name)
    end
    cw = bitmap.width
    ch = bitmap.height
    facing = 0
    src_rect = Rect.new(0, facing * ch, cw, ch)
    self.contents.blt(10, 138, bitmap, src_rect)
    
    # Nom de l'item 2 requis
    rect = Rect.new(50, 134, 100, 30)
    self.contents.font.color = normal_color
    
    if @item_2_type == "Item"
      self.contents.draw_text(rect, $data_items[@item_2].name)
    elsif @item_2_type == "Weapon"
      self.contents.draw_text(rect, $data_weapons[@item_2].name)
    elsif @item_2_type == "Armor"
      self.contents.draw_text(rect, $data_armors[@item_2].name)
    end
    
    
    self.contents.font.color = normal_color
    
    # Quantité de l'item 2 requis
    rect = Rect.new(70, 134, self.contents.width - 8, 32)
    
    
    if @item_2_type == "Item"
      
      if $game_party.item_number(@item_2) >= @item_2_qt
      # Assez d'Item
        self.contents.font.color = Color.new(0, 128, 0)
      else
      # Pas Assez
        self.contents.font.color = Color.new(255, 0, 0)
      end
      self.contents.draw_text(rect, $game_party.item_number(@item_2).to_s+"/"+@item_2_qt.to_s, 1)
      
    elsif @item_2_type == "Weapon"
      
      if $game_party.weapon_number(@item_2) >= @item_2_qt
      # Assez d'Item
        self.contents.font.color = Color.new(0, 128, 0)
      else
      # Pas Assez
        self.contents.font.color = Color.new(255, 0, 0)
        
      end      
      self.contents.draw_text(rect, $game_party.weapon_number(@item_2).to_s+"/"+@item_2_qt.to_s, 1)
      
    elsif @item_2_type == "Armor"
      
      if $game_party.armor_number(@item_2) >= @item_2_qt
      # Assez d'Item
        self.contents.font.color = Color.new(0, 128, 0)
      else
      # Pas Assez
        self.contents.font.color = Color.new(255, 0, 0)
      end      
      self.contents.draw_text(rect, $game_party.armor_number(@item_2).to_s+"/"+@item_2_qt.to_s, 1)
      
    end
  
  
  
  end
  
  
  
  
  
  
  
  
  
  
  
  if @item_3 == 0
  #rien
else
    
  
  
  
  
   # Icon de l'item 3 requis
    if @item_3_type == "Item"
      bitmap = RPG::Cache.icon($data_items[@item_3].icon_name)
    elsif @item_3_type == "Weapon"
      bitmap = RPG::Cache.icon($data_weapons[@item_3].icon_name)
    elsif @item_3_type == "Armor"
      bitmap = RPG::Cache.icon($data_armors[@item_3].icon_name)
    end
    cw = bitmap.width
    ch = bitmap.height
    facing = 0
    src_rect = Rect.new(0, facing * ch, cw, ch)
    self.contents.blt(10, 166, bitmap, src_rect)
    
    # Nom de l'item 3 requis
    rect = Rect.new(50, 164, 100, 30)
    self.contents.font.color = normal_color
    
    if @item_3_type == "Item"
      self.contents.draw_text(rect, $data_items[@item_3].name)
    elsif @item_3_type == "Weapon"
      self.contents.draw_text(rect, $data_weapons[@item_3].name)
    elsif @item_3_type == "Armor"
      self.contents.draw_text(rect, $data_armors[@item_3].name)
    end
    
    
    self.contents.font.color = normal_color
    
    # Quantité de l'item 3 requis
    rect = Rect.new(70, 164, self.contents.width - 8, 32)
    
    
    if @item_3_type == "Item"
      
      if $game_party.item_number(@item_3) >= @item_3_qt
      # Assez d'Item
        self.contents.font.color = Color.new(0, 128, 0)
      else
      # Pas Assez
        self.contents.font.color = Color.new(255, 0, 0)
      end
      self.contents.draw_text(rect, $game_party.item_number(@item_3).to_s+"/"+@item_3_qt.to_s, 1)
      
    elsif @item_3_type == "Weapon"
      
      if $game_party.weapon_number(@item_3) >= @item_3_qt
      # Assez d'Item
        self.contents.font.color = Color.new(0, 128, 0)
      else
      # Pas Assez
        self.contents.font.color = Color.new(255, 0, 0)
        
      end      
      self.contents.draw_text(rect, $game_party.weapon_number(@item_3).to_s+"/"+@item_3_qt.to_s, 1)
      
    elsif @item_3_type == "Armor"
      
      if $game_party.armor_number(@item_3) >= @item_3_qt
      # Assez d'Item
        self.contents.font.color = Color.new(0, 128, 0)
      else
      # Pas Assez
        self.contents.font.color = Color.new(255, 0, 0)
      end      
      self.contents.draw_text(rect, $game_party.armor_number(@item_3).to_s+"/"+@item_3_qt.to_s, 1)
      
    end
  
  
  
  end
  
  
  
  
    
    # Bouton de Validation
    
    @craft_button = Button.new(self,82,220," Craft ") {craft_it}    
    
  end  
#end

def pas_assez
      # Pas Assez  
      $quest_list.visible = false
      $quest_list.active = false
      $craft_w.visible = false
      $craft_w.active = false
      $craft_go = false
      $fechando_ativar = true
      $popup.set_text("Sorry, you don't have all",15, -3)
      $popup.set_text2("items needed.",15, 10)
      $popup.visible = true
      $popup.active = true    
end

  # Fabriquation
    
  def craft_it
    
    
    
    
    
    
    #HERE
    
    
if @item_1_type == "Item"
if $game_party.item_number(@item_1) >= @item_1_qt
    $game_party.lose_item(@item_1,@item_1_qt)
    @item_1_ok = true
end
elsif @item_1_type == "Weapon"
if $game_party.weapon_number(@item_1) >= @item_1_qt
   $game_party.lose_weapon(@item_1,@item_1_qt)
  @item_1_ok = true
end
elsif @item_1_type == "Armor"
if $game_party.armor_number(@item_1) >= @item_1_qt   
   $game_party.lose_armor(@item_1,@item_1_qt)
  @item_1_ok = true
end
else
  @item_1_ok = true
end   


if @item_2_type == "Item"
if $game_party.item_number(@item_2) >= @item_2_qt
    $game_party.lose_item(@item_2,@item_2_qt)
    @item_2_ok = true
end
elsif @item_2_type == "Weapon"
if $game_party.weapon_number(@item_2) >= @item_2_qt
   $game_party.lose_weapon(@item_2,@item_2_qt)
  @item_2_ok = true
end
elsif @item_2_type == "Armor"
if $game_party.armor_number(@item_2) >= @item_2_qt   
   $game_party.lose_armor(@item_2,@item_2_qt)
  @item_2_ok = true
end
else
  @item_2_ok = true
end   

if @item_3_type == "Item"
if $game_party.item_number(@item_3) >= @item_3_qt
    $game_party.lose_item(@item_3,@item_3_qt)
      @item_3_ok = true
end
elsif @item_3_type == "Weapon"
if $game_party.weapon_number(@item_3) >= @item_3_qt
   $game_party.lose_weapon(@item_3,@item_3_qt)
    @item_3_ok = true
end
elsif @item_3_type == "Armor"
if $game_party.armor_number(@item_3) >= @item_3_qt   
   $game_party.lose_armor(@item_3,@item_3_qt)
    @item_3_ok = true
end
else
  @item_3_ok = true
end   


if @item_1_ok == true and @item_2_ok == true and @item_3_ok == true

     if @type == "Item"
        $game_party.gain_item(@id_item, 1)
      elsif @type == "Weapon"
        $game_party.gain_weapon(@id_item, 1)
      elsif @type == "Armor"
        $game_party.gain_armor(@id_item, 1)
      end    
    
      
      $craft_w.refresh
      $quest_list.visible = false
      $quest_list.active = false
      $craft_w.visible = false
      $craft_w.active = false
      $craft_go = false
      $fechando_ativar = true
      $popup.set_text("You have crafted :",15, -3)
      $popup.set_text2(@name + " !",15, 10)
      $popup.visible = true
      $popup.active = true  
      
    else
      pas_assez
end
  
    
  end
    



  def something_changed?
    return true if @name != @name
    return true if @id_item != @name
    return true if @description != @name
    return true if @item_1 != @name
    return true if @item_1_qt != @name
    return true if @item_1_type != @name
    return true if @item_2 != @name
    return true if @item_2_qt != @name
    return true if @item_2_type != @name
    return true if @item_3 != @name
    return true if @item_3_qt != @name
    return true if @item_3_type != @name
    return false
  end

end

3) Go to the script "[SC] Net Rmxp Hud".

4) On line 81 AFTER 
Código:
$msg.active = false

Add :

Código:
#Popup by Gauthier99
    $popup = Window_Dummys.new(220,170,230,90)
    @popup_button = Button.new($popup,90, 50, LANGUAGE::MSGOK) {$popup.visible = false; $popup.active = false; $fechando_ativar = true}
    $popup.dragable = true
    $popup.closable = true
    $popup.visible = false
    $popup.active = false
    #Craft by Gauthier99
    $craft_go = false
    $craft_w = Window_Craft.new
    $craft_w.visible = false
    $craft_w.active = false
   $craft_go = false

5) On line 319, after 

Código:
$member_list.dispose


Add :

Código:
$popup.dispose
$craft_w.dispose

6) On line 426, after

Código:
$teleport.update if $teleport.visible

Add :

Código:
$craft_w.update if $craft_w.visible
$popup.update if $popup.visible

7) On line 690, after

Código:
$game_temp.atualizar_mouse = true
end

Add :

Código:
if $craft_w.visible == true
      $craft_w.visible = false
      $craft_w.active = false
      $craft_go = false
    end
    if $popup.visible == true
      $popup.visible = false
      $popup.active = false
    end

8) Replace your actual "[Win] Quest_List" by :

Código:
#==============================================================================
# ** Lista de Quests
#------------------------------------------------------------------------------
#  By Valentine
#  Update by Gauthier99, Dec 2013
#==============================================================================

class Quest_list < Window_Selectable
  attr_accessor :data2

  def initialize(x,y,a,b,id)
    super(x,y,a,b,id)
    self.x = x
    self.y = y
    self.width = width
    self.height = height
    self.index = index
    self.back_opacity = 200
    self.z = 99999
    self.index = 0
    @dragable = true
    @closable = true
    refresh
  end
  
  def item
    return @data[self.index]
  end
  
  def update
    super
    refresh if @old_quests != @data
    if Input.trigger?(Input::C) or can_pressed?
      #if $game_switches[Quest_Configure::MISSION[index+1][1]] == true #Si la quête est en cours, alors on peut cliquer dessus
      #  else
      #  return
      #end
      return if @data[index] == nil
    if $craft_go == false
      $quest_w.refresh
      $quest_w.visible = true
      $quest_w.active = true
    else
      $index_craft = self.index
      $craft_w.refresh
      $craft_w.visible = true
      $craft_w.active = true
    end
    end
  end
  
  def can_pressed?
    if ( Input.pressed?(Input::Mouse_Left) and in_area?([0, 16,self.width, 20*@item_max]) and @item_max <= 10 ) or ( Input.pressed?(Input::Mouse_Left) and in_area?([0, 16,self.width, self.height]) and @item_max > 10 )
      return true
    end
  end
  
  def on_close
    $craft_go = false
    self.visible = false
    self.active = false
    $fechando_ativar = true
  end
 
  def refresh
    @old_quests = @data
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    # Add item
if $craft_go == false
      @old_quests = @data
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    # Add item
    for p in 1..(Quest_Configure::MISSION.size-1)
      @data.push(Quest_Configure::MISSION[p][0])
    end
    a = @data.index(p)
    @data[a] = nil if a != nil
    @data = @data.compact
    @item_max = @data.size
    # If item count is not 0, make a bit map and draw all items
    if @data.size > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      for i in 0...@data.size
        draw_item(i)
      end
    end
else if $craft_go == true
  #c'est un craft
  
  
  
  @old_quests = @data
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    # Add item
    for p in 1..(Craft_Configure::CRAFT.size-1)
     #if $game_switches[Quest_Configure::MISSION[p][1]] == true
      @data.push(Craft_Configure::CRAFT[p][0])
     # end
    end
    a = @data.index(p)
    @data[a] = nil if a != nil
    @data = @data.compact
    @item_max = @data.size
    # If item count is not 0, make a bit map and draw all items
    if @data.size > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      for i in 0...@data.size
        draw_item(i)
      end
    end
  end
  
 end
  
  
  
end

def open_craft
    $craft_go = true
    $quest.list.refresh
    $quest.list.visible = true
    $quest.list.active = true
  end



  def draw_item(index)
    #$index_craft = self.index
    item = @data[index]
    
    if $craft_go == false
    
    if $game_switches[Quest_Configure::MISSION[index+1][1]] == true
      self.contents.font.color = Color.new(0,0,0) #normal_color # Bleu Gris : Color.new(76,124,145)
      if $game_switches[Quest_Configure::MISSION[index+1][6]] == false
        self.contents.font.color = Color.new(255,0,0) # Jaune : 250 180 0
      end
    else
      self.contents.font.color = Color.new(0,0,0)#(128,
    end
      
  else
    
    self.contents.font.color = Color.new(0,0,0)
  end
    
    
    x = 4
    y = index * 20
    rect = Rect.new(x, y-6, self.contents.width - 8, 32)
    self.contents.draw_text(rect, item, 1)
  end
end

9) To open the craft menu In Game, create an event like this :

[NPM 4.0.7] [FULL] Craft System (New Update 2.0!) Event
(The name is NOT needed)

III/ Download



If you have any problem, you can download this pack with the normal version of NetPlay Master v4.0.7 [The Last] from Valentine with my craft script.

Version 2.0 :
Download it :-)


Tool :
Download it :-)

IV/ Config



For the config, use the tool and copy the generate line to your script in line 20.

Old Config System:

V/ Licence



You can use my script in any game or any Netplay System. I just want my name in the credit :-)

VI/ TO DO



- More than 2 items needed //Done
- Suggest me !


VII/ F.A.Q



If you have this error (or something like this that tell the function name or icon_name doesn't exist) :

[NPM 4.0.7] [FULL] Craft System (New Update 2.0!) 58tn

Check if all IDs that you wrote in [WIN] Craft line 24 and more or with the tool are good !
(Thanks @Louis_R for the repport)


IIX/ !! BUG !! (In Version 1.0)



You have this error :

[NPM 4.0.7] [FULL] Craft System (New Update 2.0!) 1507669_188241744702502_1861592969_n

Go to [WIN] Craft line 55 and replace

Código:
@id = $quest_list.index + 1

to

Código:
@id = $index_craft + 1

(Thanks to @Jonny for the repport)




If you have an other problem, reply to this topic or pm me ^^


Última edição por Gauthier99 em Seg Jan 13, 2014 2:10 pm, editado 11 vez(es)

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[NPM 4.0.7] [FULL] Craft System (New Update 2.0!) Empty Re: [NPM 4.0.7] [FULL] Craft System (New Update 2.0!)

Mensagem por JuanCollin Seg Dez 23, 2013 11:05 am

Parece muito bom, vou testar!
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Mensagem por Valentine Seg Dez 23, 2013 11:37 am

Parece ótimo, + 1 crédito
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Mensagem por Adanrox Seg Dez 23, 2013 12:06 pm

@Gauthier99



Inglês:
Excellent script sofar been ones Iliked most! Thank youfor sharing with usin the village, but hadyetthe opportunity totest their systeminmy project I will most certainly use it!

recommendation:
come through that existed to create items like the image you posted,moreto come that did not exist means of giving fault,could givean updateon your script so that a system fault type of luckfor all items is properly occurs with success.

Português:
Excelente script, até agora foi uns que eu mais gostei! obrigado por compartilhar conosco na Aldeia, mas não tive ainda a oportunidade de testar seu SISTEMA em meu projeto, mais com certeza vou usa-lo!

recomendação:
vir que existi meio para criar itens como na imagem que você postou, mais vir que não existi meio de dar FALHA, poderia dar um UPDATE no seu script para que ocorra falhas tipo um sistema de sorte para que os itens tudo não seja corretamente com exito.

+1 crédito
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Mensagem por GallighanMaker Seg Dez 23, 2013 12:36 pm

Da pra adaptar e criar várias outras coisas com isso, mas ótimo sistema de craft muito bom pra diversos tipos de jogos e está em alta hj em dia esses sistemas.

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using C# and import Python developer || Expert in Unity Engine IDE. || [NPM 4.0.7] [FULL] Craft System (New Update 2.0!) 769_heart 2D pixel games.
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Mensagem por Jonny Seg Dez 23, 2013 8:58 pm

gracias por el sistema estaba buscando uno identico +1 cred Very Happy


Edit : Me esta dando un error en [Win] Craft Linea : 55

Código:
@id = $quest_list.index + 1

Spoiler:

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Spoiler:


[NPM 4.0.7] [FULL] Craft System (New Update 2.0!) KVIdx
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Mensagem por Gauthier99 Ter Dez 24, 2013 4:50 am

Thank you all for your replies Very Happy

@Jonny

I know this error, i had the same in my personnal game. I don't know why It works in the démo x)

Replace "$quest_list.index" to "$index_craft"

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[NPM 4.0.7] [FULL] Craft System (New Update 2.0!) Empty Re: [NPM 4.0.7] [FULL] Craft System (New Update 2.0!)

Mensagem por Jonny Sáb Dez 28, 2013 8:53 pm

Gracias, Ahora ya me funciona Very Happy+ 1 credito


Puede mejorar el sistema com multiples objetos por ejemplo :

CRAFT[1] = [" Sword Of Fire ", "Weapon", ["1,2,50"], ["2,3,10"],["3,15,10"]]

["Tipo de Objeto: Item/Weapon/Armor" , "ID del Item/Weapon/Armor", "Cantidad del Item/Weapon/Armor"]

["1,2,50"] Item
["2,3,10"] Weapon
["3,2,10"] Armor

Usted puede mejorar el sistema, de esta manera?

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Mensagem por Gauthier99 Dom Dez 29, 2013 4:49 pm

It's a great idea @Jonny ! :Glad
I think I will make something like that and an external tools with Visual Basic 2010 for creating crafts very easly.

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Mensagem por Gauthier99 Qui Jan 02, 2014 8:30 am

Check the new update ! Very Happy
You can now use 3 different items/armors/weapons and make it with a tool Very Happy

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