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Charsety bohaterów w menu
Autor Wiadomość
Loki 




Preferowany:
RPG Maker VX

Pomógł: 12 razy
Dołączył: 25 Kwi 2012
Posty: 162
Wysłany: Czw 28 Cze, 2012 11:34
Charsety bohaterów w menu
~ Linear Menu Status Window ~


Krótki opis:
Skrypt dodaje charsety bohaterów do avatarów w menu.

Autor:
Ventwig

Kompatybilność:
RPG Maker VX Ace

Skrypt:
Spoiler:

Kod:
#============================================================================

#Kingdom Hearts Birth By Sleep Status

#By Ventwig

#Version 1 - April 15 2012

#For RPGMaker VX Ace

#============================================================================

# I was playing kingdom hearts birth by sleep, and decided I wanted to

# Script something again. So I looked at the main menu and I liked the

# Way the stats were drawn, so here it is :)

# Thanks Mephistok for teaching me line drawing :D

#=============================================================================

# Description:

# This code updates the menu status (the one of the four characters on

# the main/pause menu) so that it looks more like the Kingdom Hearts

# Series. It keeps everything horizontal, but instead of drawing gauges

# and that stuff, it draws everything linear-ly and with numbers.

# Just try it out, it's plug'n'play :)

#===============================================================================

# Instructions: Put in materials, above main.

# Plug'N'Play with options

#==============================================================================

# Please give Credit to Ventwig if you would like to use one of my scripts

# in a NON-COMMERCIAL project.

# Please ask for permission if you would like to use it in a commercial game.

# You may not re-distribute any of my scripts or claim as your own.

# You may not release edits without permission, combatability patches are okay.

#===============================================================================

 

##################################################################

#This is plug'n'play, but there's optional configuration to suit

#Your every need! Right here!

################################################################

 

module BBS

  #==============================================================

  #Text drawn before the numbers, the left side of the line.

  #Can be an abbreviation, or the full word

  #Make sure to put it in quotations like: "Level"

  #==============================================================

  LTXT = "LV" #Level Text

  HTXT = "HP" #HP Text

  MTXT = "MP" #MP Text

  NTXT = "Next LV" #Next level text, or required exp text

 

  #============================================================

  #The symbol used to divide hp/maxhp or mp/maxmp

  #Default is / , but you can use whatever

  #Make sure to put it in quotations

  #===========================================================

  BRK = "/"

 

  #==============================================================

  #The colour of the line drawn under the text.

  #The number is the index of the colours in the windowskin

  #==============================================================

  NCOL = 10 #Name Colour, def 10

  LCOL = 17 #Level Colour, def 17

  HCOL = 3 #HP Colour, def 3

  MCOL = 1 #MP Colour, def 1

  NEXT_COL = 0 #Next Level Colour, def 0

 

  #============================================================

  #True or false

  #Sets whether or not you want to draw the actor's character sprite

  #ontop of the face, def true

  #===========================================================

  DRAW_SPRITE = true

end

 

#########################################################################

#End Of configuration. Touch anything below and it'll delete system32   #

#########################################################################

 

class Window_Base

  def draw_line(x, y, w, h, _color = normal_color)

        color = _color ; color

        contents.fill_rect(x, y, w, h, color)

  end

end

 

 

class Window_MenuStatus < Window_Selectable

  #alias ventwig_status_window_new_initialize initialize

  def initialize(x,y)

   # ventwig_status_window_new_initialize(x,y)

   super(x,y,window_width,window_height)

    @pending_index = -1

    @partysize = $game_party.members.size

    @actor = $game_party.members[0]

    @actor2 = $game_party.members[1]

    @actor3 = $game_party.members[2]

    @actor4 = $game_party.members[3]

    draw_window

  end

  def draw_window

    if @partysize > 0

      draw_actor_name(@actor, 100, -3)

      draw_text(100, 15, 100, 20, BBS::LTXT)

      draw_text(100, 35, 100, 20, BBS::HTXT)

      draw_text(100, 55, 100, 20, BBS::MTXT)

      draw_text(100, 75, 100, 20, BBS::NTXT)

      draw_text(200, 15, 100, 20, @actor.level.to_s,2)

      draw_text(200, 35, 100, 20, @actor.hp.to_s + BBS::BRK + @actor.mhp.to_s,2)

      draw_text(200, 55, 100, 20, @actor.mp.to_s + "/" + @actor.mmp.to_s,2)

      draw_line(100, 17, 100, 2, _color = text_color(BBS::NCOL))

      draw_line(100, 35, 200, 2, _color = text_color(BBS::LCOL))

      draw_line(100, 55, 200, 2, _color = text_color(BBS::HCOL))

      draw_line(100, 75, 200, 2, _color = text_color(BBS::MCOL))

      draw_line(100, 95, 200, 2, _color = text_color(BBS::NEXT_COL))

      draw_text(200, 75, 100, 20, @actor.next_level_exp.to_s,2)

      draw_actor_face(@actor,3,0)

      if BBS::DRAW_SPRITE == true

        draw_actor_graphic(@actor, 20, 35)

      end

    end

    if @partysize > 1

      draw_actor_name(@actor2, 100, 95)

      draw_text(100, 113, 100, 20, BBS::LTXT)

      draw_text(100, 133, 100, 20, BBS::HTXT)

      draw_text(100, 153, 100, 20, BBS::MTXT)

      draw_text(100, 173, 100, 20, BBS::NTXT)

      draw_text(200, 113, 100, 20, @actor2.level.to_s,2)

      draw_text(200, 133, 100, 20, @actor2.hp.to_s + BBS::BRK + @actor2.mhp.to_s,2)

      draw_text(200, 153, 100, 20, @actor2.mp.to_s + BBS::BRK + @actor2.mmp.to_s,2)

      draw_text(200, 173, 100, 20, @actor2.next_level_exp.to_s,2)

      draw_line(100, 115, 100, 2, _color = text_color(BBS::NCOL))

      draw_line(100, 133, 200, 2, _color = text_color(BBS::LCOL))

      draw_line(100, 153, 200, 2, _color = text_color(BBS::HCOL))

      draw_line(100, 173, 200, 2, _color = text_color(BBS::MCOL))

      draw_line(100, 193, 200, 2, _color = text_color(BBS::NEXT_COL))

      draw_actor_face(@actor2,3,99)

      if BBS::DRAW_SPRITE == true

        draw_actor_graphic(@actor2, 20, 135)

      end

    end

    if @partysize > 2

      draw_actor_name(@actor3, 100, 194)

      draw_text(100, 212, 100, 20, BBS::LTXT)

      draw_text(100, 232, 100, 20, BBS::HTXT)

      draw_text(100, 252, 100, 20, BBS::MTXT)

      draw_text(100, 272, 100, 20, BBS::NTXT)

      draw_text(200, 212, 100, 20, @actor3.level.to_s,2)

      draw_text(200, 232, 100, 20, @actor3.hp.to_s + BBS::BRK + @actor3.mhp.to_s,2)

      draw_text(200, 252, 100, 20, @actor3.mp.to_s + BBS::BRK + @actor3.mmp.to_s,2)

      draw_text(200, 272, 100, 20, @actor3.next_level_exp.to_s,2)

      draw_line(100, 214, 100, 2, _color = text_color(BBS::NCOL))

      draw_line(100, 232, 200, 2, _color = text_color(BBS::LCOL))

      draw_line(100, 252, 200, 2, _color = text_color(BBS::HCOL))

      draw_line(100, 272, 200, 2, _color = text_color(BBS::MCOL))

      draw_line(100, 292, 200, 2, _color = text_color(BBS::NEXT_COL))

      draw_actor_face(@actor3,3,197)

      if BBS::DRAW_SPRITE == true

        draw_actor_graphic(@actor3, 20, 232)

      end

    end

    if @partysize > 3

      draw_actor_name(@actor4, 100, 291)

      draw_text(100, 309, 100, 20, BBS::LTXT)

      draw_text(100, 329, 100, 20, BBS::HTXT)

      draw_text(100, 349, 100, 20, BBS::MTXT)

      draw_text(100, 369, 100, 20, BBS::NTXT)

      draw_text(200, 309, 100, 20, @actor4.level.to_s,2)

      draw_text(200, 329, 100, 20, @actor4.hp.to_s + BBS::BRK + @actor4.mhp.to_s,2)

      draw_text(200, 349, 100, 20, @actor4.mp.to_s + BBS::BRK + @actor4.mmp.to_s,2)

      draw_text(200, 369, 100, 20, @actor4.next_level_exp.to_s,2)

      draw_line(100, 311, 100, 2, _color = text_color(BBS::NCOL))

      draw_line(100, 329, 200, 2, _color = text_color(BBS::LCOL))

      draw_line(100, 349, 200, 2, _color = text_color(BBS::HCOL))

      draw_line(100, 369, 200, 2, _color = text_color(BBS::MCOL))

      draw_line(100, 389, 200, 2, _color = text_color(BBS::NEXT_COL))

      draw_actor_face(@actor4,3,295) 

      if BBS::DRAW_SPRITE == true

        draw_actor_graphic(@actor4, 20,329)

      end

    end

  end

end


Screeny:
Spoiler:


 
 
Amelanduil 




Preferowany:
RPG Maker VXAce

Pomógł: 3 razy
Dołączył: 28 Wrz 2011
Posty: 464
Wysłany: Czw 28 Cze, 2012 13:34
igor napisał/a:
You may not re-distribute any of my scripts
hm~? ^_^
Nie no, ja wiem, w tym skrypcie tylko te paski tak średnio wyglądają w sumie. Tak to znośny jest.
________________________
(╯°□°)╯︵ ┻━┻
"A jeśli... Boga nie ma, to co z ciebie za szatan?"
 
 
 
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