Vai al contenuto

Rilevato Ad-Blocker. Per favore disabilita il tuo adblocker quando navighi su makerando.com - Non c'è nessun annuncio invasivo.

  • Chatbox

    You don't have permission to chat.
    Load More

Recommended Posts

Nome Script: KZM - Logo Iniziale

Versione: 1.2.1

Autore: ygi97amx2mxuiw76g.jpg?size_id=3

Descrizione:

Questo script permette di avere un logo con relativo audio, all'avvio del proprio gioco.

 

Istruzioni:

Inserire il vostro logo nella cartella Graphics/Logo e l'audio che vorrete usare insieme al logo, andrà messo nella cartella Audio/Logo.
Installare lo script sotto Materials e sopra Main.

 

Dettagli:

Con questa versione, sono state aggiunte la possibilità di attivare o meno una specie di rotazione, la possibilità di modificare la durata di fadein, attesa e fadeout del logo e la possibilità di usare un flash che colora l'immagine alla fine del fadein ed è possibile usare fino a tre immagini e musiche per il logo.

 

Screenshot:

Non penso servano

 

Script:

#=============================================================================#
# KZM - Logo                                                                  #
#=============================================================================#
# Versione 1.2.1                                                              #
# Autore KenzoMe92                                                            #
#-----------------------------------------------------------------------------#
# Storia                                                                      #
# 16/07/2013 Aggiunta possibilità di avere fino a tre immagini nel logo       #    # 28/05/2013 Aggiunta possibilità di impostare volume, tono e durata del logo #
#            più una funzione per far sembrare che il logo ruoti su se stesso #
# 20/05/2013 Script iniziato e finito                                         #
#-----------------------------------------------------------------------------#
# Descrizione                                                                 #
# Questo script permette di avere un logo, con relativo audio prima del menu  #
# dei titoli                                                                  #
#-----------------------------------------------------------------------------#
# Istruzioni                                                                  #
# Inserire il vostro logo nella cartella Graphics/Logo e l'audio che vorrete  #
# usare insieme al logo, andrà messo nella cartella Audio/Logo.               #
# Installare lo script sotto Materials e sopra Main.                          #
#=============================================================================#
# Aggiunta cartella alla cache di RPG Maker VX Ace                            #
#=============================================================================#
module Cache
  def self.logo(filename)
    load_bitmap("Graphics/Logo/", filename)
  end
end
#=============================================================================#
# Parte Modificabile                                                          #
#=============================================================================#
# Inserite i nomi dei vostri file                                             #
#=============================================================================#
module KZM_LOGO
  LOGO = true       # Impostate true se volete visualizzare il vostro logo
  FLASH = true      # Impostate true se volete che il logo flashi con un colore
  SPECCHIO = true   # Impostate true se volete che il logo ruoti
  AUDIO = true      # Impostate true se volete sentire l'audio del logo
                    # è indifferente se settate LOGO come false
  $laudio = ["logo"]  # Nome del vostro file nella cartella Audio/Logo
  $lgraph = ["logo0","logo1","logo2"]  # Nome del vostro file nella cartella Graphics/Logo
  VOLUME = 100      # Imposta il volume dell'audio, da 0 a 100
  TONO = 100        # Imposta la tonalità dell'audio, da 0 a 200
  # COLORE = [rosso,verde,blu,alpha]
  COLORE = [255,255,128,128] # Impostate il valore di rosso,verde,blu e alpha
  # Qui sotto valori in frame 1 frame = 1/60 secondo
  FADEIN = 220      # Imposta la durata d'entrata del logo
  ATTESA = 180      # Imposta la durata tra l'entrata e l'uscita del logo
  FADEOUT = 30      # Imposta la durata dell'uscita del logo
  DURATA = 1       # Imposta la durata del flash
end
#=============================================================================#
# Fine parte modificabile                                                     #
#=============================================================================#
include KZM_LOGO
def musica
  Audio.bgm_play("Audio/Logo/" + $laudio.to_s, VOLUME, TONO)
end
def mostra_logo
  if AUDIO
    musica
  end
  sprite = Sprite.new
  color = Color.new(COLORE[0],COLORE[1],COLORE[2],COLORE[3])
  Graphics.fadeout(0)
  sprite.bitmap = Cache.logo($lgraph[0].to_s)
  Graphics.fadein(FADEIN)
  sprite.mirror = SPECCHIO
  if SPECCHIO
    Graphics.wait(20)
    sprite.mirror = false
    Graphics.wait(20)
    sprite.mirror = true
    Graphics.wait(20)
    sprite.mirror = false
  end
  if FLASH
    sprite.flash(color, DURATA)
  end
  Graphics.wait(ATTESA)
  Graphics.fadeout(FADEOUT)
  unless $lgraph[1] = nil
  sprite.bitmap = Cache.logo($lgraph[1].to_s)
  Graphics.fadein(FADEIN)
  if SPECCHIO
    Graphics.wait(20)
    sprite.mirror = false
    Graphics.wait(20)
    sprite.mirror = true
    Graphics.wait(20)
    sprite.mirror = false
  end
  Graphics.wait(ATTESA)
  Graphics.faeout(FADEOUT)
  unless $lgraph[2] = nil
    sprite.bitmap = Cache.logo($lgraph[2].to_s)
    Graphics.fadein(FADEIN)
    if SPECCHIO
      Graphics.wait(20)
      sprite.mirror = false
      Graphics.wait(20)
      sprite.mirror = true
      Graphics.wait(20)
      sprite.mirror = false
    end
  end
end
Graphics.wait(80)
RPG::BGM.stop
Graphics.fadein(0)
end
if LOGO
  mostra_logo
end

 

 

 

Bug e Conflitti Noti:

Nessuno

 

Note dell'Autore:

Condividetelo, usatelo per giochi free o commerciali, l'importante è creditare l'autore.

Condividi questo messaggio


Link di questo messaggio
Condividi su altri siti

Controlla di aver rinominato i file giusti e di averli messi dove lo richiede lo script...

Inoltre, quali sono gli altri script che usi?

Condividi questo messaggio


Link di questo messaggio
Condividi su altri siti

Se hai messo solo un'immagine per il logo, riduci l'array a 1 immagine, e lo stesso per l'audio se ne hai uno solo riduci a 1 l'array dell'audio

Condividi questo messaggio


Link di questo messaggio
Condividi su altri siti

Crea un account o accedi per lasciare un commento

You need to be a member in order to leave a comment

Crea un account

Iscriviti per un nuovo account nella nostra comunità. È facile!

Registra un nuovo account

Accedi

Sei già registrato? Accedi qui.

Accedi Ora

  • Contenuti simili

    • Da MrSte
      Autore/i: Nicke
       
      Versione: 1.0a
       
      Informazioni: Questo Script permette di aggiungere o di creare delle missioni per il proprio gioco, aggiungendo EXP, Soldi, Armi oppure Oggetti come ricompensa 
       
      Script:
       
      Core (Prima di installare lo Script, installate questo): http://niclas-thornqvist.se/rpg/scripts/ace/xs-core.txt
       
      Script: http://niclas-thornqvist.se/rpg/scripts/ace/xs-journal.txt
       
      Crediti:
      Creditate l'autore dello Script ovvero Nicke, lo script può essere usato anche per giochi commerciali 
    • Da Ally
      Nome Script: MSX - Scene_Menu MOD
      Versione: 1.0
      Autore/i: Melosx
       
      Informazioni:
      Modifica il menu. Riscrive lo stile delle barre non solo nel menù ma in tutto il gioco.
       
      Screenshots:
       
       
       
      Istruzioni:
      Nello script.
       
      Script:
       
       
    • Da Ally
      Nome Script: MSX - Name Input
      Versione: 1.0
      Autore/i: Melosx
       
      Features:
      Modifica la schermata di inserimento del nome eroe.
       
      Screenshots:
       
       
       
      Istruzioni:
      Copiare sotto materialse sopra main.
       
      Script:
       
       
    • Da Ally
      Nome Script: MSX - Window_SaveFile
      Versione: 1.0
      Autore/i: Melosx
       
      Informazioni:
      Nuova finestra di salvataggio con più elementi. Consiglio l'utilizzo dello script Text Cache per una corretta resa delle stringhe di testo.
       
      Screenshots:
       
       
       
      Istruzioni:
      Copiare lo script Sopra Main e sotto Materials
       
      Script:
       
       
      #==============================================================================# ** MSX - Window_SaveFile II#==============================================================================# Author: Melosx# Versione: 1.0# Release Date: 27/03/2012# #==============================================================================# * Description# -----------------------------------------------------------------------------# This script change the Window_SaveFile by adding more information.# This release add: actor name, level, class, map name and gold.##==============================================================================# * Instruction# -----------------------------------------------------------------------------# Place the script under Materials and above Main.##==============================================================================#==============================================================================# ** DataManager#==============================================================================module DataManager def self.make_save_header header = {} header[:characters] = $game_party.characters_for_savefile header[:playtime_s] = $game_system.playtime_s header[:info] = $game_party.characters_info_for_savefile header endend#==============================================================================# ** Game_Party#==============================================================================class Game_Party < Game_Unit def characters_info_for_savefile battle_members.collect do |actor| map_name = load_data("Data/MapInfos.rvdata2")[$game_map.map_id].name [actor.name, actor.level, actor.class.name, $game_party.gold, map_name, actor.face_name, actor.face_index] end endend#==============================================================================# ** Window_SaveFile#==============================================================================class Window_SaveFile < Window_Base def refresh contents.clear self.contents.font.size = 16 change_color(normal_color) name = Vocab::File + " #{@file_index + 1}" draw_text(4, 0, 200, line_height, name) @name_width = text_size(name).width draw_playtime(0, contents.height - line_height, contents.width - 4, 2) draw_info draw_party_characters(150, 117) end def draw_party_characters(x, y) header = DataManager.load_header(@file_index) return unless header header[:characters].each_with_index do |data, i| draw_character(data[0], data[1], x + i * 115, y) end end def draw_playtime(x, y, width, align) header = DataManager.load_header(@file_index) return unless header draw_text(x, y, width, line_height, "Playtime: " + header[:playtime_s], 2) end def draw_info header = DataManager.load_header(@file_index) return unless header header[:info].each_with_index do |data, i| draw_face(data[5], data[6], 70 + i * 115, 23) draw_text(70 + i * 115, 3, 110, line_height, data[0], 0) draw_text(75 + i * 115, 38, 110, line_height, Vocab.level_a + " " + data[1].to_s, 0) draw_text(75 + i * 115, 23, 105, line_height, data[2], 0) draw_text(0, contents.height - line_height, contents.width - 4, line_height, "Map: " + data[4], 1) draw_text(4, contents.height - line_height, contents.width - 4, line_height, "Gold: " + data[3].to_s + Vocab::currency_unit, 0) end endend#==============================================================================# ** Scene_File#==============================================================================class Scene_File < Scene_MenuBase def visible_max return 2 endendend
    • Da Ally
      Nome Script: Syvkal's Menu Bars VXAce
      Versione: 1.2
      Autore/i: Syvkal
       
      Informazioni:
      Con questo script,potete avere le barre HP, MP etc,in stile diverso,come potete vedere dalle immagini ^^
      Lo stesso script è anche presente per il VX...
       
      Screenshots:
       
       
       
      Istruzioni:
      Inserire lo script sotto Material.
      Altre istruzioni all'interno dello script.
       
      Script
       
       
      #==============================================================================# ** Syvkal's Menu Bars VXAce#------------------------------------------------------------------------------# by Syvkal# Version 1.2# 19-03-12#------------------------------------------------------------------------------# * Original available at:# www.rpgmakervxace.net & forums.rpgmakerweb.com# Please do not redistribute this script#------------------------------------------------------------------------------# * Terms of Use# Available for use in commercial games provided that I get a free copy # Email me: [email protected]# Please do not redistribute this script#==============================================================================## - INTRODUCTION -## This system implements a series of Plug 'N' Play Menu Bars/Gauges# The Bars (and some of the colour schemes) were inspired CogWheel,# but all coding was done by me##------------------------------------------------------------------------------## - USAGE -## This system will work as soon as you put it in the Script Editor# You can edit the script from the Configuration System## --- Custom Gauges -----------------------------------## I have designed the script so you can easily (with minimal scripting# knowledge) add you own custom gauges for any attribute you want## To draw a gauge use:# draw_syvkal_gauge(x, y, width, rate, color1, color2, slant)## rate : Percentage of your custom attribute max (full at 1.0)# color1 : left side gradient color# color2 : right side gradient color# style : gauge draw style (explained in the Configuration System)## --- Auto Generate Color ---------------------------## Additionally, I have added an extra function to make it easy to# create your own colours that change as the gauge decreases## To generate a custom colour use:# auto_color(color1, color2, r)## r : Percentage of your custom attribute max (full at 1.0)# color1 : Colour you want for when the gauge is full# color2 : Colour you want for when the gauge is nearly empty## This generates a SINGLE colour that changes with the gauge# Each gauge requires two colours so it has a gradient## --- Ring Bars -------------------------------------## Ring Bars have been removed for now, I didn't like how they looked# Testing has shown RGSS3 is more capable of the kind of ring bars I# wanted to make, but I want to perfect them first##============================================================================== #===================================================# # ** M I N O R C O N F I G U R A T I O N ** # #===================================================# #-------------------------------------------------------------------------- # * Parameter Gauge Max # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Minor addition allowing you to choose a max for the parameter gauges # Best set just above your actor's highest stat (to allow for buffs) # Excludes HP, MP, TP # (This does not affect your actor's stats, but simply makes the gauges # fill up quicker and look more appealing) #-------------------------------------------------------------------------- P_MAX = 400 # Parameter Gauge Max #-------------------------------------------------------------------------# # ** Full Configuration system further down ** # #-------------------------------------------------------------------------##==============================================================================# ** Window_Base#------------------------------------------------------------------------------# Replaces various 'Draw' functions to add each gauge.#==============================================================================class Window_Base < Window #===================================================# # ** C O N F I G U R A T I O N S Y S T E M ** # #===================================================# #-------------------------------------------------------------------------- # * Gauge Draw Styles # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Use different bracket types to 'draw' the style of each bar # Available bracket types: # ( ) < > | / \ # Simply mix and match for achieve your desired effect # # To use the default rectangular gauges, use | or simply leave blank # eg. '| |' or '' # Any invalid symbol will result in the default | as well # # - - W A R N I N G - - # # When using the following bracket: # \ # Ensure it is followed a space (eg. '| \ ') or itself (eg. '| \\') # If the rest of the text below turns purple, you've done it wrong #-------------------------------------------------------------------------- HPSTYLE = '| |' # Style of the HP Gauge MPSTYLE = '| |' # Style of the MP Gauge TPSTYLE = '/ /' # Style of the TP Gauge PARSTYLE = '( )' # Style of the Parameter Gauges #-------------------------------------------------------------------------- # * Additional Gauge Preferences # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Simple adjustments to aesthetics # Advised to use SLANTDSIZE if you have used / or \ in multiple bars #-------------------------------------------------------------------------- THICKCURVED = false # Slightly thicken curved bars? SLANTDSIZE = true # Shorten slanted bars? #-------------------------------------------------------------------------- # * Gauge Border Colors # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Control the colours of the gauge borders #-------------------------------------------------------------------------- COLOR1 = Color.new(0, 0, 0, 192) # Outer Border COLOR2 = Color.new(255, 255, 192, 192) # Inner Border #-------------------------------------------------------------------------- # * Empty Cauge Filler Colors # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Control the colours of the empty gauge filler #-------------------------------------------------------------------------- COLOR3 = Color.new(0, 0, 0, 12) # Half of Inner Shading COLOR4 = Color.new(64, 0, 0, 92) # Half of Inner Shading #-------------------------------------------------------------------------- # * Paramater Gauge Colors # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Control the colours of various parameters such as ATK, DEF, etc. # (HP, MP, TP are in the 'Complex Configuration' section) #-------------------------------------------------------------------------- def param_gauge_color1(param_id) case param_id when 2 text_color(20) # ATK Gauge Color1 when 3 text_color(14) # DEF Gauge Color1 when 4 text_color(30) # MAT Gauge Color1 when 5 text_color(13) # MDF Gauge Color1 when 6 text_color(28) # AGI Gauge Color1 when 7 text_color(19) # LUK Gauge Color1 end end def param_gauge_color2(param_id) case param_id when 2 text_color(21) # ATK Gauge Color1 when 3 text_color(6) # DEF Gauge Color1 when 4 text_color(31) # MAT Gauge Color1 when 5 text_color(5) # MDF Gauge Color1 when 6 text_color(29) # AGI Gauge Color1 when 7 text_color(7) # LUK Gauge Color1 end end #===================================================# # ** C O M P L E X C O N F I G U R A T I O N ** # #===================================================# #-------------------------------------------------------------------------- # * HP Gauge Colors # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Control the colours of the HP gauge # (Edit only if you know what you're doing) #-------------------------------------------------------------------------- def hp_gauge_color1 # HP Guage Color1 return Color.new(80 - 24 * @rate, 80 * @rate, 14 * @rate, 192) end def hp_gauge_color2 # HP Guage Color2 return Color.new(240 - 72 * @rate, 240 * @rate, 62 * @rate, 192) end #-------------------------------------------------------------------------- # * MP Gauge Colors # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Control the colours of the MP gauge # (Edit only if you know what you're doing) #-------------------------------------------------------------------------- def mp_gauge_color1 # MP Guage Color1 return Color.new(14 * @rate, 80 - 24 * @rate, 80 * @rate, 192) end def mp_gauge_color2 # MP Guage Color2 return Color.new(62 * @rate, 240 - 72 * @rate, 240 * @rate, 192) end #-------------------------------------------------------------------------- # * TP Gauge Colors # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Control the colours of the TP gauge # (Edit only if you know what you're doing) #-------------------------------------------------------------------------- def tp_gauge_color1 # TP Gauge Color1 return auto_color(Color.new(192,0,0,192), Color.new(255,110,0,192)) end def tp_gauge_color2 # TP Gauge Color2 return auto_color(Color.new(255,165,0,192), Color.new(255,220,0,192)) end #===================================================# # ** E N D C O N F I G U R A T I O N ** # #===================================================# #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :rate # Rate for Colour calculations #-------------------------------------------------------------------------- # * Alias Listings #-------------------------------------------------------------------------- alias draw_actor_param_original draw_actor_param alias initialize_original initialize #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize(x, y, width, height) @rate = 1.0 initialize_original(x, y, width, height) end #-------------------------------------------------------------------------- # * Draw HP #-------------------------------------------------------------------------- def draw_actor_hp(actor, x, y, width = 124) @rate = [actor.hp_rate, 1.0].min draw_syvkal_gauge(x, y, width, @rate, hp_gauge_color1, hp_gauge_color2, HPSTYLE) change_color(system_color) draw_text(x, y, 30, line_height, Vocab::hp_a) draw_current_and_max_values(x, y, width, actor.hp, actor.mhp, hp_color(actor), normal_color) end #-------------------------------------------------------------------------- # * Draw MP #-------------------------------------------------------------------------- def draw_actor_mp(actor, x, y, width = 124) @rate = [actor.mp_rate, 1.0].min draw_syvkal_gauge(x, y, width, @rate, mp_gauge_color1, mp_gauge_color2, MPSTYLE) change_color(system_color) draw_text(x, y, 30, line_height, Vocab::mp_a) draw_current_and_max_values(x, y, width, actor.mp, actor.mmp, mp_color(actor), normal_color) end #-------------------------------------------------------------------------- # * Draw TP #-------------------------------------------------------------------------- def draw_actor_tp(actor, x, y, width = 124) @rate = [actor.tp_rate, 1.0].min draw_syvkal_gauge(x, y, width, @rate, tp_gauge_color1, tp_gauge_color2, TPSTYLE) change_color(system_color) draw_text(x, y, 30, line_height, Vocab::tp_a) change_color(tp_color(actor)) draw_text(x + width - 42, y, 42, line_height, actor.tp.to_i, 2) end #-------------------------------------------------------------------------- # * Draw Parameters # actor : actor # x : draw spot x-coordinate # y : draw spot y-coordinate # type : Type of parameters (0-3) #-------------------------------------------------------------------------- def draw_actor_param(actor, x, y, param_id, width = 156) draw_syvkal_gauge(x, y, width, actor.params_rate(param_id), param_gauge_color1(param_id), param_gauge_color2(param_id), PARSTYLE) draw_actor_param_original(actor, x, y, param_id) end #-------------------------------------------------------------------------- # * Auto Generate Color # color1 : initial color # color2 : ending color # r : rate (full at 1.0) 1 -> color1, 0 -> color2 #-------------------------------------------------------------------------- def auto_color(color1, color2, r = @rate) a_color = Color.new a_color.red = (1-r)*color2.red + r*color1.red a_color.green = (1-r)*color2.green + r*color1.green a_color.blue = (1-r)*color2.blue + r*color1.blue a_color.alpha = (1-r)*color2.alpha + r*color1.alpha return a_color end #-------------------------------------------------------------------------- # * Draw Syvkal Style Gauge # rate : Rate (full at 1.0) # color1 : Left side color # color2 : Right side color # style : gauge draw style #-------------------------------------------------------------------------- def draw_syvkal_gauge(x, y, width, rate, color1, color2, style = '') fill_w = (width * rate).to_i gauge_y = y + line_height - 8 h = 6 style.slice!(/\s*/); style = style.split(/\s*/) if style.empty? or (style[0] == '|' && style[1] == '|') contents.fill_rect(x-2, gauge_y-2, width+4, 10, COLOR1) contents.fill_rect(x-1, gauge_y-1, width+2, 8, COLOR2) contents.gradient_fill_rect(x, gauge_y, width, 6, COLOR3, COLOR4) contents.gradient_fill_rect(x, gauge_y, fill_w, 6, color1, color2) else adj1 = style_adj_string(style[0]); adj2 = style_adj_string(style[1], true) h += 4 for i in 0...h a1 = eval(adj1[0]); a2 = eval(adj2[0]) a3 = adj1[2]; a4 = adj2[4].nil? ? adj2[2] : adj2[4] contents.fill_rect(x-a3 +a1, gauge_y-2 + i, width+(a3+a4) - a1 - a2, 1, COLOR1) end h -= 2 for i in 0...h a1 = eval(adj1[0]); a2 = eval(adj2[0]) a3 = adj1[1]; a4 = adj2[3].nil? ? adj2[1] : adj2[3] contents.fill_rect(x-a3 +a1, gauge_y-1 + i, width+(a3+a4) - a1 - a2, 1, COLOR2) end h -= 2 for i in 0...h a1 = eval(adj1[0]); a2 = eval(adj2[0]) contents.gradient_fill_rect(x +a1, gauge_y +i, width - a1 - a2, 1, COLOR3, COLOR4) end for i in 0...h a1 = eval(adj1[0]); a2 = eval(adj2[0]) contents.gradient_fill_rect(x +a1, gauge_y +i, fill_w - a1 - a2, 1, color1, color2) end end end #-------------------------------------------------------------------------- # * Get Style Specific Adjustment Array # sym : edge style '(', ')', '<', '>', '|', '/' or '\' # edge : end of the gauge? # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Returns an array containing the following: # * a formular string to be evaluated # * adjustments to x and width values for Outer and Inner Borders #-------------------------------------------------------------------------- def style_adj_string(sym, edge = false) case sym when '/' SLANTDSIZE ? [(edge ? 'i+2' : '(h+1) - i'), 3, 5] : [(edge ? 'i' : '(h-1) - i'), 3, 5] when '\\' SLANTDSIZE ? [(edge ? '(h+1) - i' : 'i+2'), 3, 5] : [(edge ? '(h-1) - i' : 'i'), 3, 5] when '<' [(edge ? '(h/2)-((h/2) - i).abs' : '((h/2) - i).abs'), 2, 3] when '>' [(edge ? '((h/2) - i).abs' : '(h/2)-((h/2) - i).abs'), 2, 3] when '(' [(edge ? '((h/2) * Math.sin(i * 1.0 * Math::PI / (h-1))).round.to_i' : '(h-6) - ((h/2) * Math.sin(i * 1.0 * Math::PI / (h-1))).round.to_i'), THICKCURVED ? 3 : 2, THICKCURVED ? 5 : 4, 3, 5] when ')' [(edge ? '(h-3) - ((h/2) * Math.sin(i * 1.0 * Math::PI / (h-1))).round.to_i' : '((h/2) * Math.sin(i * 1.0 * Math::PI / (h-1))).round.to_i'), 3, 5, THICKCURVED ? 3 : 2, THICKCURVED ? 5 : 4] else # eg. | or invalid sym ['0', 1, 2] end end #-------------------------------------------------------------------------- # * Draw Gauge #-------------------------------------------------------------------------- def draw_gauge(x, y, width, rate, color1, color2, style = '') r = [rate, 1.0].min draw_syvkal_gauge(x, y, width, r, color1, color2, style) endend#==============================================================================# ** Game_BattlerBase#------------------------------------------------------------------------------# Added specialised 'params_rate' function.#==============================================================================class Game_BattlerBase #-------------------------------------------------------------------------- # * Get Percentage of Paramaters #-------------------------------------------------------------------------- def params_rate(param_id) return [param(param_id).to_f / P_MAX, 1.0].min endend#==============================================================================# ** Script Import#============================================================================== $imported = {} if $imported == nil $imported["Syvkal's Menu Bars"] = true
×