#============================================================================
#Skrypt napisany przez erienus. Za użycie go w swoim projekcie creditsy!
#Aby działał musicie mieć obrazek battlera swojej postaci w Pictures o nazwie battler.
#----------------------------------------------------------------------------
class Window_Status < Window_Base
def initialize(actor)
super(0, 0, 640, 480)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Times New Roman"
self.contents.font.size = 26
@actor = actor
refresh
end
def refresh
self.contents.clear
draw_actor_graphic($game_party.actors[0], 130, 45)
draw_actor_hp($game_party.actors[0], 150, 0)
draw_actor_sp($game_party.actors[0], 150, 20)
draw_actor_exp($game_party.actors[0], 150, 45)
draw_actor_state($game_party.actors[0], 520, 420)
draw_actor_class($game_party.actors[0], 150, 65)
self.contents.draw_text(420,0, 90, 27, "Ekwipunek:")
self.contents.draw_text(0,280, 90, 27, "Statystyki:")
draw_actor_parameter($game_party.actors[0], 0, 300, 0)
draw_actor_parameter($game_party.actors[0], 0, 320, 1)
draw_actor_parameter($game_party.actors[0], 0, 340, 2)
draw_actor_parameter($game_party.actors[0], 0, 360, 3)
draw_actor_parameter($game_party.actors[0], 0, 380, 4)
draw_actor_parameter($game_party.actors[0], 0, 400, 5)
draw_actor_parameter($game_party.actors[0], 0, 420, 6)
draw_item_name($data_weapons[@actor.weapon_id], 420, 20)
draw_item_name($data_armors[@actor.armor1_id], 420, 50)
draw_item_name($data_armors[@actor.armor2_id], 420, 80)
draw_item_name($data_armors[@actor.armor3_id], 420, 110)
draw_item_name($data_armors[@actor.armor4_id], 420 , 140)
self.contents.blt(0, 32, RPG::Cache.picture("battler.png"), Rect.new(0,0,288,176), 255)
end
end
Wklejcie ten skrypt nad main. Aby poprawnie działał musicie mieć w folderze Pictures obrazek battlera waszej postaci o nazwie battler. Za użycie creditsy.
Screen:
Spoiler:
________________________ Kolekcjonuję "Pomógł". Jeżeli ci pomogłem i chcesz wzbogacić moją kolekcję, kliknij "Pomógł".
Ostatnio zmieniony przez Nhadala Sob 29 Maj, 2010 21:26, w całości zmieniany 2 razy
Jeśli mam mówić szczerze to mi się nie podoba... Ty tylko pousuwałeś paski HP i SP oraz pozmieniałeś miejsca. Teraz okno statusu jest bardziej puste
2/6 za chęci
zrobilem ten skrypt od zera, nie zmienialem starego ;p
EDIT: NOWY KOD, BATTLER NADAL WYMAGANY, PODZIELIŁEM STATUS NA KILKA OKIEN :P
Spoiler:
#============================================================================
#Skrypt napisany przez erienus. Za użycie go w swoim projekcie creditsy!
#Aby poprawnie działał musicie mieć obrazek battlera swojej postaci w Pictures.
#----------------------------------------------------------------------------
class Window_Status < Window_Base
def initialize(actor)
super(0, 0, 210, 170)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Times New Roman"
self.contents.font.size = 26
@actor = actor
refresh
end
def refresh
self.contents.clear
draw_actor_graphic($game_party.actors[0], 15, 55)
draw_actor_hp($game_party.actors[0], 35, 0)
draw_actor_sp($game_party.actors[0], 35, 25)
draw_actor_exp($game_party.actors[0], 35, 50)
end
end
class Window_Statusik < Window_Base
def initialize(actor)
super(430, 0, 210, 170)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Times New Roman"
self.contents.font.size = 26
@actor = actor
refresh
end
def refresh
self.contents.clear
draw_item_name($data_weapons[@actor.weapon_id], 0, 0)
draw_item_name($data_armors[@actor.armor1_id], 0, 25)
draw_item_name($data_armors[@actor.armor2_id], 0, 50)
draw_item_name($data_armors[@actor.armor3_id], 0, 75)
draw_item_name($data_armors[@actor.armor4_id], 0 , 100)
end
end
class Window_Ekwipunek < Window_Base
def initialize(actor)
super(210, 0, 220, 175)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Times New Roman"
self.contents.font.size = 26
@actor = actor
refresh
end
def refresh
self.contents.clear
draw_actor_parameter($game_party.actors[0], 0, 0, 0)
draw_actor_parameter($game_party.actors[0], 0, 20, 1)
draw_actor_parameter($game_party.actors[0], 0, 40, 2)
draw_actor_parameter($game_party.actors[0], 0, 60, 3)
draw_actor_parameter($game_party.actors[0], 0, 80, 4)
draw_actor_parameter($game_party.actors[0], 0, 100, 5)
draw_actor_parameter($game_party.actors[0], 0, 120, 6)
@gold_window = Window_Gold.new
@gold_window.x = 240
@gold_window.y = 415
end
end
class Window_Battler < Window_Base
def initialize(actor)
super(210, 174, 220, 242)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = "Times New Roman"
self.contents.font.size = 26
@actor = actor
refresh
end
def refresh
self.contents.clear
self.contents.blt(0, 0, RPG::Cache.picture("battler.png"), Rect.new(0,0,288,176), 255)
end
end
[ Dodano: Pią 28 Maj, 2010 11:55 ]
A i zapomniałem! aby skrypt działał musicie jeszcze podmienić Scene_Status na to:
Spoiler:
#==============================================================================
# ** Scene_Status
#------------------------------------------------------------------------------
# This class performs status screen processing.
#==============================================================================
class Scene_Status
#--------------------------------------------------------------------------
# * Object Initialization
# actor_index : actor index
#--------------------------------------------------------------------------
def initialize(actor_index = 0, equip_index = 0)
@actor_index = actor_index
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Get actor
@actor = $game_party.actors[@actor_index]
# Make status window
@status_window = Window_Status.new(@actor)
@statusik_window = Window_Statusik.new(@actor)
@ekwipunek_window = Window_Ekwipunek.new(@actor)
@battler_window = Window_Battler.new(@actor)
# Execute transition
Graphics.transition
# Main loop
loop do
# Update game screen
Graphics.update
# Update input information
Input.update
# Frame update
update
# Abort loop if screen is changed
if $scene != self
break
end
end
# Prepare for transition
Graphics.freeze
# Dispose of windows
@status_window.dispose
@statusik_window.dispose
@ekwipunek_window.dispose
@battler_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to menu screen
$scene = Scene_Menu.new(3)
return
end
# If R button was pressed
if Input.trigger?(Input::R)
# Play cursor SE
$game_system.se_play($data_system.cursor_se)
# To next actor
@actor_index += 1
@actor_index %= $game_party.actors.size
# Switch to different status screen
$scene = Scene_Status.new(@actor_index)
return
end
# If L button was pressed
if Input.trigger?(Input::L)
# Play cursor SE
$game_system.se_play($data_system.cursor_se)
# To previous actor
@actor_index += $game_party.actors.size - 1
@actor_index %= $game_party.actors.size
# Switch to different status screen
$scene = Scene_Status.new(@actor_index)
return
end
end
end
a to screen:
________________________ Kolekcjonuję "Pomógł". Jeżeli ci pomogłem i chcesz wzbogacić moją kolekcję, kliknij "Pomógł".
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