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  1. Nome Script: YEZ to YEM Status Biography Versione: 1.00 Autore/i: heisenman, Yanfly (scripts originali) Informazioni: Questo script ricrea nella scena Status dello YEM il comando "Biography" originario dello YEZ, che mostra le biografie degli attori o le descrizioni delle classi nel caso le biografie siano assenti. Istruzioni: Inserire sotto ▼ Materials e YEM Status Menu Melody ma sopra ▼ Main nello Script Editor. L'array COMMANDS e l'hash COMMAND_VOCAB sono riscritti, aggiornarli se necessario. Richiede YEM Status Menu Melody per funzionare. Script: #=============================================================================== # ** YEZ to YEM Status Biography #------------------------------------------------------------------------------ # This script brings back the YEZ Biography command in the Scene_Status # command window that displays actors biographies or classes descriptions. #=============================================================================== # Instructions #------------------------------------------------------------------------------ # Place this script below ▼ Materials and YEM Status Menu Melody but above # ▼ Main in the Script Editor. # Note that the COMMANDS array and the COMMAND_VOCAB hash are rewritten, so # update them if needed. # It requires YEM Status Menu Melody to work. #=============================================================================== # Disclaimers #------------------------------------------------------------------------------ # This script is entirely based on the YEZ Biography command, present in the # original YEZ Status Command Menu, and YEM Status Menu Melody. Both scripts are # property of Yanfly (pockethouse.com). #=============================================================================== module YEM module STATUS #=============================================================================== # Configuration starts here. #=============================================================================== # This array determines what items will appear in the status scene and # what order they appear in. Remove them if you wish for them to not appear. COMMANDS =[ :general, # Displays general actor information. :boosters, # Displays the actor's parameters and item boosts. :elements, # Displays the actor's elemental affinities. :states, # Displays the actor's status effect resistances. :biography, # A biography of the actor. ] # Do not remove this. # This hash determines how the vocabulary appears in your game. Modify them # as you see fit if you wish to rename certain aspects. COMMAND_VOCAB ={ :general => "General", :boosters => "Boosters", :elements => "Elements", :states => "Ailments", :biography => "Biography", } # Do not remove this. # Biography Mini Window. The following will allow you to adjust biographies # for actors and classes. If an actor does not have a personal biography, # then the description of the character's class will be displayed instead. BIOGRAPHY ={ :actor_bio => "%s's Biography", :class_des => "%s Description", } # Do not remove this. # When typing out biographies and descriptions, use N[x] to write out # the actor's name if the game allows renaming. For line splits, use | # at the each position you would want the description to start a new line. ACTOR_BIOS ={ # If an actor ID is not listed here, then refer to class bio. # ID => Bio 1 => 'N[1] is a very hot blooded young male whom|' + 'embarked on a journey to save Don Miguel.|' + 'But given his reckless behaviour and actions,|' + 'N[1] is known to give his team lots of trouble.', 2 => 'N[2] trained as a warrior since she was|' + 'quite young. Due to her militant past, she has|' + 'developed a rather tomboy-ish personality.|' + 'N[2] loves training and is also a health nut.', 3 => 'N[3] is the overzealous priest of N[1]'s|' + 'party. His actions speak louder than his words|' + 'and his words are already loud enough. N[3]|' + 'is definitely one who choose the wrong class.', 4 => 'N[4] is the team's walking encyclopedia.|' + 'She just about knows everything for each and|' + 'every situation. But aside from that, N[4]|' + 'just doesn't have the actual life experience.', } # Do not remove this. # Just like the actor biographies, use N[x] to write out a changeable # actor's name and V[x] to write out variables. Use | to enforce a # line break. CLASS_BIOS ={ # ID => Bio 1 => 'Knights are quick and powerful characters|' + 'that excel in both melee and magic.', 2 => 'Warriors are very dedicated to close ranged|' + 'physical combat.', 3 => 'Priests focus on healing and aiding their|' + "party members. Don't let N[3] fool you.", 4 => 'Magicians excel in the magical arts and also|' + 'excel at blasting their enemies to bits.', } # Do not remove this. #=============================================================================== # Configuration ends here. #=============================================================================== end # STATUS end # YEM #=============================================================================== # Window_Status_Biography #=============================================================================== class Window_Status_Biography < Window_Base #-------------------------------------------------------------------------- # initialize #-------------------------------------------------------------------------- def initialize(actor) super(0, 128, Graphics.width, Graphics.height - 128) @actor = actor refresh end #-------------------------------------------------------------------------- # actor= #-------------------------------------------------------------------------- def actor=(new_actor) @actor = new_actor refresh end #-------------------------------------------------------------------------- # refresh #-------------------------------------------------------------------------- def refresh self.contents.clear if YEM::STATUS::ACTOR_BIOS.include?(@actor.id) draw_actor_bio elsif YEM::STATUS::CLASS_BIOS.include?(@actor.class_id) draw_class_bio end end #-------------------------------------------------------------------------- # draw_actor_bio #-------------------------------------------------------------------------- def draw_actor_bio self.contents.font.color = normal_color; dy = 0 text = sprintf(YEM::STATUS::BIOGRAPHY[:actor_bio], @actor.name) self.contents.draw_text(0, dy, self.width-32, WLH*2, text, 1) text = YEM::STATUS::ACTOR_BIOS[@actor.id] nwidth = 544 dx = 18; dy = WLH*2 text.gsub!(/V[([0-9]+)]/i) { $game_variables[$1.to_i] } text.gsub!(/V[([0-9]+)]/i) { $game_variables[$1.to_i] } text.gsub!(/N[([0-9]+)]/i) { $game_actors[$1.to_i].name } lines = text.split(/(?:[|]|n)/i) lines.each_with_index { |l, i| l.gsub!(/__([d+])/i) { "N#{$1}" } self.contents.draw_text(dx, i * 24 + dy, nwidth, WLH, l, 0)} end #-------------------------------------------------------------------------- # draw_class_bio #-------------------------------------------------------------------------- def draw_class_bio self.contents.font.color = normal_color; dy = 0 text = sprintf(YEM::STATUS::BIOGRAPHY[:class_des], @actor.class.name) self.contents.draw_text(0, dy, self.width-32, WLH*2, text, 1) text = YEM::STATUS::CLASS_BIOS[@actor.class.id] nwidth = 544 dx = 18; dy = WLH*2 text.gsub!(/V[([0-9]+)]/i) { $game_variables[$1.to_i] } text.gsub!(/V[([0-9]+)]/i) { $game_variables[$1.to_i] } text.gsub!(/N[([0-9]+)]/i) { $game_actors[$1.to_i].name } lines = text.split(/(?:[|]|n)/i) lines.each_with_index { |l, i| l.gsub!(/__([d+])/i) { "N#{$1}" } self.contents.draw_text(dx, i * 24 + dy, nwidth, WLH, l, 0)} end end # Window_Status_Biography #=============================================================================== # Scene_Status #=============================================================================== class Scene_Status < Scene_Base #-------------------------------------------------------------------------- # new method: create_command_window #-------------------------------------------------------------------------- def create_command_window @data = [] commands = [] @windows = [] for command in YEM::STATUS::COMMANDS case command when :general @general_window = Window_Status_General.new(@actor) @windows.push(@general_window) when :boosters @boosters_window = Window_Status_Booster.new(@actor, @help_window) @boosters_stats = Window_Booster_Stats.new(@actor, @boosters_window) @windows.push(@boosters_window) @windows.push(@boosters_stats) when :elements next unless $imported["BattleEngineMelody"] @elements_window = Window_Status_Elements.new(@actor, @help_window) @elements_stats = Window_Elements_Stats.new(@actor, @elements_window) @windows.push(@elements_window) @windows.push(@elements_stats) when :states next unless $imported["BattleEngineMelody"] @states_window = Window_Status_States.new(@actor, @help_window) @states_stats = Window_States_Stats.new(@actor, @states_window) @windows.push(@states_window) @windows.push(@states_stats) when :biography @biography_window = Window_Status_Biography.new(@actor) @windows.push(@biography_window) else; next end @data.push(command) commands.push(YEM::STATUS::COMMAND_VOCAB[command]) end @command_window = Window_Command_Centered.new(160, commands) @command_window.height = 128 @command_window.active = true #--- if $game_temp.last_status_index != nil @command_window.oy = $game_temp.status_oy @command_window.index = $game_temp.last_status_index end #--- update_visible_windows end #-------------------------------------------------------------------------- # new method: update_visible_windows #-------------------------------------------------------------------------- def update_visible_windows @help_window.y = Graphics.height * 8 for window in @windows; window.y = Graphics.height * 8; end case @data[@command_window.index] when :general @general_window.y = @command_window.height when :boosters @help_window.y = @command_window.height @boosters_window.y = @help_window.y + @help_window.height @boosters_stats.y = @help_window.y + @help_window.height @boosters_window.update_help when :elements @help_window.y = @command_window.height @elements_window.y = @help_window.y + @help_window.height @elements_stats.y = @help_window.y + @help_window.height @elements_window.update_help when :states @help_window.y = @command_window.height @states_window.y = @help_window.y + @help_window.height @states_stats.y = @help_window.y + @help_window.height @states_window.update_help when :biography @biography_window.y = @command_window.height end end end # Scene_Status Demo: N/D Note dell'Autore: Questo script è interamente basato sul comando Biography presente in YEZ Status Command Menu, e YEM Status Menu Melody. Entrambi gli scripts sono stati creati da Yanfly (pockethouse.com).
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