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Autor Thema: Iconset zähler  (Gelesen 742 mal)

Offline Emelie Rose

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Iconset zähler
« am: Februar 10, 2011, 16:51:13 »
ich weiss das ich das mal gefunden habe. und dann gelöscht  :(


Ich suche ein programm welches meine icons durchzählen kann. soll heissen ich will nicht jedes mal icon zählen wenn ich einmal eine posistions nummer wissen muss.

kennt jemand so ein programm bez. weiss wer wos das gibt?

Re: Iconset zähler

Offline FlipelyFlip

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Re: Iconset zähler
« Antwort #1 am: Februar 10, 2011, 17:28:13 »
gibt ein extrascript von Yanfly dafür.

Spoiler for Hiden:
#===============================================================================
#
# Yanfly Engine Melody - Iconview Melody
# Last Date Updated: 2010.05.24
# Level: Easy
#
# Don't know how to use Photoshop's X and Y coordinates to count your icons or
# just too lazy to do it? Well, you can use this tool to make your life easier
# by loading up the icons on a static sheet and figuring out what those icons
# are indexed as. This script will mark 256 icons per page and allows you to
# scroll through those pages as lagless as possible. The icons are displayed
# in columns of 16 icons each, following exactly the way your IconSet is made
# (or should be made).
#
#===============================================================================
# Updates
# -----------------------------------------------------------------------------
# o 2010.05.24 - Started Script and Finished.
#===============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ? Materials but above ? Main. Remember to save.
#
# Iconview only appears in testplay mode. If for some reason your game does not
# use the command window in the title screen, there is an alternative way of
# entering the Iconview scene by pressing F9 at the title screen.
#===============================================================================

$imported = {} if $imported == nil
$imported["IconviewMelody"] = true

module YEM
  module ICONVIEW
   
    # If for some reason you wish to change the name of the command that
    # appears on the title screen, edit this constant.
    COMMAND_NAME = "IconView"
   
  end # ICONVIEW
end # YEM

#===============================================================================
# Editting anything past this point may potentially result in causing computer
# damage, incontinence, explosion of user's head, coma, death, and/or halitosis.
# Therefore, edit at your own risk.
#===============================================================================

#===============================================================================
# Window_Command
#===============================================================================

class Window_Command < Window_Selectable
 
  #--------------------------------------------------------------------------
  # public instance variables
  #--------------------------------------------------------------------------
  attr_accessor :commands
  attr_accessor :item_max
 
end # Window_Command

#===============================================================================
# Window_Iconview
#===============================================================================

class Window_Iconview < Window_Selectable
 
  #--------------------------------------------------------------------------
  # public instance variables
  #--------------------------------------------------------------------------
  attr_accessor :max_pages
  attr_accessor :page
  attr_accessor :image
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize
    super(Graphics.width - 416, 0, 416, 416)
    self.z += 1
    @item_max = 256
    @column_max = 16
    @page = @index = @spacing = 0
    @image = Cache.system("IconSet")
    @max_pages = (@image.height / 384.0).ceil
    @icon_sprite = Sprite.new
    @icon_sprite.bitmap = Bitmap.new(384, 384)
    @icon_sprite.x = self.x + 16
    @icon_sprite.y = self.y + 16
    @icon_sprite.z = self.z - 1
    self.opacity = self.back_opacity = 0
    refresh
  end
 
  #--------------------------------------------------------------------------
  # dispose
  #--------------------------------------------------------------------------
  def dispose
    @icon_sprite.bitmap.dispose
    @icon_sprite.dispose
    super
  end
 
  #--------------------------------------------------------------------------
  # update
  #--------------------------------------------------------------------------
  def update
    super
    return unless @max_pages > 1
    if Input.repeat?(Input::L)
      Sound.play_cursor
      image_page_up
    elsif Input.repeat?(Input::R)
      Sound.play_cursor
      image_page_down
    end
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    @icon_sprite.bitmap.dispose
    @icon_sprite.bitmap = Bitmap.new(384, 384)
    rect = Rect.new(0, @page * 384, 384, 384)
    @icon_sprite.bitmap.blt(0, 0, @image, rect)
  end
 
  #--------------------------------------------------------------------------
  # cursor_down
  #--------------------------------------------------------------------------
  def cursor_down(wrap)
    if @index < 240
      @index += 16
    elsif wrap
      @index -= 240
    end
  end
 
  #--------------------------------------------------------------------------
  # cursor_up
  #--------------------------------------------------------------------------
  def cursor_up(wrap)
    if @index >= 16
      @index -= 16
    elsif wrap
      @index += 240
    end
  end
 
  #--------------------------------------------------------------------------
  # cursor_right
  #--------------------------------------------------------------------------
  def cursor_right(wrap)
    if @index % 16 < 15
      @index += 1
    elsif wrap
      @index -= 15
    end
  end
 
  #--------------------------------------------------------------------------
  # cursor_left
  #--------------------------------------------------------------------------
  def cursor_left(wrap)
    if @index % 16 > 0
      @index -= 1
    elsif wrap
      @index += 15
    end
  end
 
  #--------------------------------------------------------------------------
  # image_page_up
  #--------------------------------------------------------------------------
  def image_page_up
    @page = @page == 0 ? @max_pages - 1 : @page - 1
    refresh
  end
 
  #--------------------------------------------------------------------------
  # image_page_down
  #--------------------------------------------------------------------------
  def image_page_down
    @page = @page == @max_pages - 1 ? 0 : @page + 1
    refresh
  end
 
end # Window_Iconview

#===============================================================================
# Window_IconPageList
#===============================================================================

class Window_IconPageList < Window_Selectable
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(icon_window)
    @icon_window = icon_window
    super(0, 128, Graphics.width-@icon_window.width, @icon_window.height-128)
    self.active = false
    self.index = 0
    refresh
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    @item_max = @icon_window.max_pages
    create_contents
    for i in 0...@item_max; draw_item(i); end
  end
 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item(index)
    rect = item_rect(index)
    self.contents.clear_rect(rect)
    text = sprintf("Page%d", index+1)
    self.contents.draw_text(rect, text, 1)
  end
 
  #--------------------------------------------------------------------------
  # update
  #--------------------------------------------------------------------------
  def update
    super
    if self.index != @icon_window.page
      self.index = @icon_window.page
    end
  end
 
end # Window_IconPageList

#===============================================================================
# Window_Icondata
#===============================================================================

class Window_Icondata < Window_Base
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(iconview_window)
    @iconview_window = iconview_window
    super(0, 0, Graphics.width - @iconview_window.width, 128)
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    text = 256 * @iconview_window.page + @iconview_window.index
    text = sprintf("ID:%d", text)
    self.contents.draw_text(0, WLH*0, contents.width, WLH, text, 1)
    text = @iconview_window.image.height / 24 * 16
    text = sprintf("Total:%d", text)
    self.contents.draw_text(0, WLH*1, contents.width, WLH, text, 1)
    text = "L:PageUp"
    self.contents.draw_text(0, WLH*2, contents.width, WLH, text, 1)
    text = "R:PageDn"
    self.contents.draw_text(0, WLH*3, contents.width, WLH, text, 1)
  end
 
  #--------------------------------------------------------------------------
  # update
  #--------------------------------------------------------------------------
  def update
    super
    if @last_index != @iconview_window.index or
    @last_page != @iconview_window.page
      @last_index = @iconview_window.index
      @last_page = @iconview_window.page
      refresh
    end
  end
 
end # Window_Icondata

#===============================================================================
# Scene_Title
#===============================================================================

class Scene_Title < Scene_Base

  #--------------------------------------------------------------------------
  # alias method: create_command_window
  #--------------------------------------------------------------------------
  alias create_command_window_iconview create_command_window unless $@
  def create_command_window
    create_command_window_iconview
    return unless $TEST
    return if @command_window == nil
    @command_window.commands.push(YEM::ICONVIEW::COMMAND_NAME)
    @command_window.item_max += 1
    @command_window.create_contents
    @command_window.height += 24
    @command_window.y -= 24
    @command_window.refresh
    x = @command_window.commands.index(Vocab.continue)
    @command_window.draw_item(x, false) unless @continue_enabled
  end
 
  #--------------------------------------------------------------------------
  # alias method: update
  #--------------------------------------------------------------------------
  alias update_iconview update unless $@
  def update
    text = YEM::ICONVIEW::COMMAND_NAME
    if (Input.trigger?(Input::C) and @command_window != nil and
    @command_window.commands[@command_window.index] == text) or
    Input.press?(Input::F9)
      command_iconview
    else
      update_iconview
    end
  end
 
  #--------------------------------------------------------------------------
  # new method: command_iconview
  #--------------------------------------------------------------------------
  def command_iconview
    return unless $TEST
    Sound.play_decision
    $scene = Scene_Iconview.new
  end
 
end # Scene_Title

#===============================================================================
# Scene_Iconview
#===============================================================================

class Scene_Iconview < Scene_Base
 
  #--------------------------------------------------------------------------
  # start
  #--------------------------------------------------------------------------
  def start
    super
    create_menu_background
    @iconview_window = Window_Iconview.new
    dx = @iconview_window.x
    dy = @iconview_window.y
    dw = @iconview_window.width
    dh = @iconview_window.height
    @dummy_window = Window_Base.new(dx, dy, dw, dh)
    @data_window = Window_Icondata.new(@iconview_window)
    @page_window = Window_IconPageList.new(@iconview_window)
  end
 
  #--------------------------------------------------------------------------
  # terminate
  #--------------------------------------------------------------------------
  def terminate
    super
    dispose_menu_background
    @iconview_window.dispose
    @dummy_window.dispose
    @data_window.dispose
    @page_window.dispose
  end
 
  #--------------------------------------------------------------------------
  # update
  #--------------------------------------------------------------------------
  def update
    super
    update_menu_background
    @iconview_window.update
    @data_window.update
    @page_window.update
    if Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Title.new
    end
  end
 
end # Scene_Iconview

#===============================================================================
#
# END OF FILE
#
#===============================================================================

lg flip

Re: Iconset zähler

Offline Emelie Rose

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Re: Iconset zähler
« Antwort #2 am: Februar 10, 2011, 17:35:23 »
genau das wars.

Danke dir

Re: Iconset zähler

Offline Franky

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Re: Iconset zähler
« Antwort #3 am: Februar 10, 2011, 19:58:41 »
Sehr gut! Das kommt genau richtig! :haha:
Ich hasse dieses nervige durchrechnen oder abzählen mit Hilfsprogrammen... :faint:

Funktioniert einwandfrei!

 


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