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  1. Nome Script: Cozziekuns' Status Screen Versione: 1.0 Autore/i: cozziekuns Informazioni: Una versione ritoccata dello Scene_Status Screenshots: Istruzioni: Inserite lo script sotto Material. Per usare lo sfondo dovete rinominare l'immagine in questo modo: NomeEroe_bg.png Le altre istruzioni d'uso sono all'interno dello script. Script: #=============================================================================== # # Cozziekuns' Status Screen # Last Date Updated: 4/10/2010 # # A status screen. A nice looking one at that. # #=============================================================================== # Updates # ----------------------------------------------------------------------------- # o 05/03/10 - Started Script. #=============================================================================== # What's to come? # ----------------------------------------------------------------------------- # o I dunno. You tell me! #=============================================================================== # 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. You can # edit the modules as you wish. # # The background images should be of size 544 * 416. When importing a background # image, import it to the folder Graphics/Pictures. The name of the actor should # be on the name of the file, followed by _bg. # # Example: Raven_bg #=============================================================================== module COZZIEKUNS BACKGROUND_OPACITY = 100 HP_ICON = 99 MP_ICON = 100 EXP_ICON = 98 LEVEL_ICON = 62 ATTACK_ICON = 26 DEFENSE_ICON = 52 SPIRIT_ICON = 20 AGILITY_ICON = 49 CLASS_ICONS ={ 0 => 0, 1 => 16, 2 => 32, 3 => 21, 4 => 8, } BIOGRAPHIES ={ # Actor => Biography 0 => "I like pie.", 1 => "Our average hero who hails|from a family that lives in|poverty.", 2 => "Our hero's best friend, but|sometimes worst rival. Can|be irrational at times.", 3 => "Our 3rd hero, a magician|with a nice personality,|and has powerful skills|to boot.", 4 => "Our 4th hero, a thief|shrouded in mystery. Not|much is known about Sora,|except she's damn pro.", } end #============================================================================== # ** Game_Actor #------------------------------------------------------------------------------ # This class handles actors. It's used within the Game_Actors class # ($game_actors) and referenced by the Game_Party class ($game_party). #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # * Get Experience String #-------------------------------------------------------------------------- def exp_s return @exp_list[@level+1] > 0 ? @exp : 1 end #-------------------------------------------------------------------------- # * Get String for Next Level Experience #-------------------------------------------------------------------------- def next_exp_s return @exp_list[@level+1] > 0 ? @exp_list[@level+1] : 1 end #-------------------------------------------------------------------------- # * Get String for Experience to Next Level #-------------------------------------------------------------------------- def next_rest_exp_s return @exp_list[@level+1] > 0 ? (@exp_list[@level+1] - @exp) : 1 end end #============================================================================== # ** Scene_Status #------------------------------------------------------------------------------ # This class performs the status screen processing. #============================================================================== class Scene_Status < Scene_Base #-------------------------------------------------------------------------- # * Start processing #-------------------------------------------------------------------------- alias coz_start start def start coz_start @[member=biok]_window = Window_Biography.new(@actor) @statushelp_window = Window_StatusHelp.new(0, 356) end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- alias coz_terminate terminate def terminate coz_terminate @[member=biok]_window.dispose @statushelp_window.dispose end end #============================================================================== # ** Window_Base #------------------------------------------------------------------------------ # This is a superclass of all windows in the game. #============================================================================== class Window_Base < Window #-------------------------------------------------------------------------- # * Get Exp Gauge Colour 1 #-------------------------------------------------------------------------- def exp_gauge_colour1 return text_color(7) end #-------------------------------------------------------------------------- # * Get Exp Gauge Colour 2 #-------------------------------------------------------------------------- def exp_gauge_colour2 return text_color(8) end end #============================================================================== # ** Window_Status #------------------------------------------------------------------------------ # This window displays full status specs on the status screen. #============================================================================== class Window_Status < Window_Base #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear @hp_icon = COZZIEKUNS::HP_ICON @mp_icon = COZZIEKUNS::MP_ICON @exp_icon = COZZIEKUNS::EXP_ICON @level_icon = COZZIEKUNS::LEVEL_ICON @atk_icon = COZZIEKUNS::ATTACK_ICON @def_icon = COZZIEKUNS::DEFENSE_ICON @[member=Spiderman 2099]_icon = COZZIEKUNS::SPIRIT_ICON @agi_icon = COZZIEKUNS::AGILITY_ICON draw_actor_back(@actor, 0, 0) draw_actor_name(@actor, 4, 0) draw_actor_class(@actor, 160, 0) draw_icon(62, 128, 32) draw_icon(98, 128, WLH * 3 + 32) draw_icon(99, 128, WLH + 32) draw_icon(100, 128, WLH * 2 + 32) draw_icon(26, 320, 33) draw_icon(52, 320, 33 + WLH + 1) draw_icon(20, 320, 33 + WLH * 2 + 2) draw_icon(49, 320, 33 + WLH * 3 + 3) if COZZIEKUNS::CLASS_ICONS.include?(@actor.id) @icon_number = COZZIEKUNS::CLASS_ICONS[@actor.id] else @icon_number = COZZIEKUNS::CLASS_ICONS[0] end draw_icon(@icon_number, 128, 0) draw_actor_face(@actor, 8, 32) draw_basic_info(160, 32) draw_parameters(352, 32) draw_actor_tnl(@actor, 160, WLH * 3 + 32) draw_equipments(288, 154) self.contents.font.color = system_color self.contents.draw_text(320, 0, 80, WLH, "Status:", 0) end #-------------------------------------------------------------------------- # * Draw Basic Information # x : Draw spot X coordinate # y : Draw spot Y coordinate #-------------------------------------------------------------------------- def draw_basic_info(x, y) draw_actor_level(@actor, x, y + WLH * 0) draw_actor_state(@actor, 400, 0) draw_actor_hp(@actor, x, y + WLH * 1) draw_actor_mp(@actor, x, y + WLH * 2) end #-------------------------------------------------------------------------- # * Draw Actor Back # actor : the actor you want # x : draw spot x-coordinate # y : draw spot y-coordinate #-------------------------------------------------------------------------- def draw_actor_back(actor, x, y) @rect_height = 416 @background_opacity = COZZIEKUNS::BACKGROUND_OPACITY bitmap = Cache.picture(actor.name + "_bg") rect = Rect.new(0, 0, 0, 0) rect.x = 0 rect.y = 0 rect.width = 544 rect.height = @rect_height self.contents.blt(x, y, bitmap, rect, @background_opacity) bitmap.dispose end #-------------------------------------------------------------------------- # * Draw Equipment # x : Draw spot X coordinate # y : Draw spot Y coordinate #-------------------------------------------------------------------------- def draw_equipments(x, y) self.contents.font.color = system_color self.contents.draw_text(x, y, 120, WLH, Vocab::equip + "s:") for i in 0..4 draw_item_name(@actor.equips[i], x + 16, y + 11 + WLH * (i + 1)) end end #-------------------------------------------------------------------------- # * Draw TNL (To next level) # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # width : Width #-------------------------------------------------------------------------- def draw_actor_tnl(actor, x, y, width = 120) draw_actor_tnl_gauge(actor, x, y, width) self.contents.font.color = system_color self.contents.draw_text(x, y, 30, WLH, "E") self.contents.font.color = hp_color(actor) last_font_size = self.contents.font.size xr = x + width if width < 120 self.contents.draw_text(xr - 44, y, 44, WLH, actor.exp_s, 2) else self.contents.draw_text(xr - 99, y, 44, WLH, actor.exp_s, 2) self.contents.font.color = normal_color self.contents.draw_text(xr - 55, y, 11, WLH, "/", 2) self.contents.draw_text(xr - 44, y, 44, WLH, actor.next_exp_s, 2) end end #-------------------------------------------------------------------------- # * Draw TNL gauge # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # width : Width #-------------------------------------------------------------------------- def draw_actor_tnl_gauge(actor, x, y, width = 120) gw = width * actor.exp_s / actor.next_exp_s gc1 = exp_gauge_colour1 gc2 = exp_gauge_colour2 self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color) self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2) end end #============================================================================== # ** Window_Biography #------------------------------------------------------------------------------ # Basically what Yanfly did. Kudos to you, Yanfly. #============================================================================== class Window_Biography < Window_Base #-------------------------------------------------------------------------- # * Initalize #-------------------------------------------------------------------------- def initialize(actor) super(0, 154, 288, 416) @actor = actor self.opacity = 0 refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = system_color self.contents.draw_text(4, 0, 284, WLH, "Biography:", 0) self.contents.font.color = normal_color self.contents.font.size = 20 y = 32 txsize = 24 nwidth = 284 if COZZIEKUNS::BIOGRAPHIES.include?(@actor.id) text = COZZIEKUNS::BIOGRAPHIES[@actor.id] else text = COZZIEKUNS::BIOGRAPHIES[0] end buf = text.gsub(/N([d+])/i) { "__#{$1}" } lines = buf.split(/(?:[|]|n)/i) lines.each_with_index { |l, i| l.gsub!(/__([d+])/i) { "N#{$1}" } self.contents.draw_text(4, i * txsize + y, nwidth, WLH, l, 0) } end end #============================================================================== # ** Window_Status_Help #------------------------------------------------------------------------------ # Helps you out, I guess... #============================================================================== class Window_StatusHelp < Window_Base #-------------------------------------------------------------------------- # * Initalize #-------------------------------------------------------------------------- def initialize(x, y) super(x, y, 544, 60) refresh end #-------------------------------------------------------------------------- # * Refresh #-------------------------------------------------------------------------- def refresh self.contents.draw_text(4, 0, 544, WLH, "Press Q and W to switch characters. Press X to exit.") end end
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