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Nome Script: Scene_Shop MOD
Versione: 1.0
Autore/i: Melosx

Informazioni:
Cambia la disposizione e la visualizzazione della Scene_Shop e dele Window annesse

Istruzioni:
Copiate o script sopra Main e sotto Maerials come al solito.

Script:

#=============================================================================
# Scene_Shop MOD
#=============================================================================
# Autore:   Melosx
# Versione: 1.0
# Data di creazione: 4-6-2011 => v1.0
#                   
#=============================================================================


#==============================================================================
# ** Scene_Shop
#==============================================================================

class Scene_Shop < Scene_Base

  def start
    super
    create_menu_background
    create_command_window
    @help_window = Window_HelpMOD.new
    @gold_window = Window_GoldMOD.new(384, 0)
    @dummy_window = Window_Base.new(0, 56, 222, 360)
    @buy_window = Window_ShopBuy.new(0, 56)
    @buy_window.active = false
    @buy_window.visible = false
    @buy_window.help_window = @help_window
    @sell_window = Window_ShopSell.new(0, 56, 222, 360)
    @sell_window.active = false
    @sell_window.visible = false
    @sell_window.help_window = @help_window
    @number_window = Window_ShopNumber.new(0, 56, 999)
    @number_window.active = false
    @number_window.visible = false
    @status_window = Window_ShopStatus.new(322, 56, 0)
    @status_window.visible = true
    @status_window.active = true
  end


  def terminate
    super
    dispose_menu_background
    dispose_command_window
    @help_window.dispose
    @gold_window.dispose
    @dummy_window.dispose
    @buy_window.dispose
    @sell_window.dispose
    @number_window.dispose
    @status_window.dispose
  end

  def update
    super
    update_menu_background
    @help_window.update
    @command_window.update
    @gold_window.update
    @dummy_window.update
    @buy_window.update
    @sell_window.update
    @number_window.update
    @status_window.update
    if @command_window.active
      update_command_selection
    elsif @buy_window.active
      update_buy_selection
    elsif @sell_window.active
      update_sell_selection
    elsif @number_window.active
      update_number_input
    end
  end

  def create_command_window
    s1 = Vocab::ShopBuy
    s2 = Vocab::ShopSell
    s3 = Vocab::ShopCancel
    @command_window = Window_Command.new(100, [s1, s2, s3], 1)
    @command_window.x = 222
    @command_window.y = 56
    if $game_temp.shop_purchase_only
      @command_window.draw_item(1, false)
    end
  end

  def dispose_command_window
    @command_window.dispose
  end

  def update_command_selection
    if Input.trigger?(Input::
      Sound.play_cancel
      $scene = Scene_Map.new
    elsif Input.trigger?(Input::C)
      case @command_window.index
      when 0
        Sound.play_decision
        @command_window.active = false
        @command_window.visible = false
        @dummy_window.visible = false
        @buy_window.width = 322
        @buy_window.active = true
        @buy_window.visible = true
        @buy_window.refresh
        @status_window.visible = true
      when 1
        if $game_temp.shop_purchase_only
          Sound.play_buzzer
        else
          Sound.play_decision
          @command_window.active = false
          @command_window.visible = false
          @dummy_window.visible = false
          @status_window.visible = true
          @status_window.active = true
          @status_window.refresh
          @sell_window.width = 322
          @sell_window.active = true
          @sell_window.visible = true
          @sell_window.refresh
        end
      when 2
        Sound.play_decision
        $scene = Scene_Map.new
      end
    end
  end

  def update_buy_selection
    @status_window.item = @buy_window.item
    if Input.trigger?(Input::
      Sound.play_cancel
      @command_window.active = true
      @command_window.visible = true
      @dummy_window.visible = true
      @buy_window.active = false
      @buy_window.visible = false
      @status_window.visible = true
      @status_window.item = nil
      @help_window.set_text("")
      return
    end
    if Input.trigger?(Input::C)
      @item = @buy_window.item
      number = $game_party.item_number(@item)
      if @item == nil or @item.price > $game_party.gold or number == 99
        Sound.play_buzzer
      else
        Sound.play_decision
        max = @item.price == 0 ? 99 : $game_party.gold / @item.price
        max = [max, 99 - number].min
        @buy_window.active = false
        @buy_window.visible = true
        @number_window.set(@item, max, @item.price)
        @number_window.active = true
        @number_window.visible = true
        @status_window.z = 0
      end
    end
  end

 def update_sell_selection
    if Input.trigger?(Input::
      Sound.play_cancel
      @command_window.active = true
      @command_window.visible = true
      @dummy_window.visible = true
      @sell_window.active = false
      @sell_window.visible = false
      @status_window.item = nil
      @help_window.set_text("")
    elsif Input.trigger?(Input::C)
      @item = @sell_window.item
      @status_window.item = @item
      if @item == nil or @item.price == 0
        Sound.play_buzzer
      else
        Sound.play_decision
        max = $game_party.item_number(@item)
        @sell_window.active = false
        @sell_window.visible = true
        @number_window.set(@item, max, @item.price / 2)
        @number_window.active = true
        @number_window.visible = true
      end
    end
  end

  def update_number_input
    if Input.trigger?(Input::
      cancel_number_input
    elsif Input.trigger?(Input::C)
      decide_number_input
    end
  end

  def cancel_number_input
    Sound.play_cancel
    @number_window.active = false
    @number_window.visible = false
    case @command_window.index
    when 0
      @buy_window.active = true
      @buy_window.visible = true
    when 1
      @sell_window.active = true
      @sell_window.visible = true
      @status_window.visible = true
      @status_window.active = true
    end
  end

  def decide_number_input
    Sound.play_shop
    @number_window.active = false
    @number_window.visible = false
    case @command_window.index
    when 0
      $game_party.lose_gold(@number_window.number * @item.price)
      $game_party.gain_item(@item, @number_window.number)
      @gold_window.refresh
      @buy_window.refresh
      @status_window.refresh
      @buy_window.active = true
      @buy_window.visible = true
    when 1
      $game_party.gain_gold(@number_window.number * (@item.price / 2))
      $game_party.lose_item(@item, @number_window.number)
      @gold_window.refresh
      @sell_window.refresh
      @status_window.refresh
      @sell_window.active = true
      @sell_window.visible = true
      @status_window.visible = true
      @status_window.active = true
    end
  end
end


#==============================================================================
# ** Window_HelpMOD
#==============================================================================
class Window_HelpMOD < Window_Base

  def initialize
    super(0, 0, 384, WLH + 32)
  end

  def set_text(text, align = 0)
    if text != @text or align != @align
      self.contents.clear
      self.contents.font.color = normal_color
      self.contents.draw_text(4, 0, self.width - 10, WLH, text, align)
      @text = text
      @align = align
    end
  end
end


#==============================================================================
# ** Window_GoldMOD
#==============================================================================
class Window_GoldMOD < Window_Base

  def initialize(x, y)
    super(x, y, 160, WLH + 32)

    refresh
  end

  def refresh
    self.contents.clear
    draw_currency_value($game_party.gold, 4, 0, 120)
    draw_icon(147, 0, 0)
  end
end


#==============================================================================
# ** Window_ShopBuy
#==============================================================================

class Window_ShopBuy < Window_Selectable

  def initialize(x, y)
    super(x, y, 222, 360)
    @shop_goods = $game_temp.shop_goods
    refresh
    self.index = 0
  end

  def item
    return @data[self.index]
  end

  def refresh
    @data = []
    for goods_item in @shop_goods
      case goods_item[0]
      when 0
        item = $data_items[goods_item[1]]
      when 1
        item = $data_weapons[goods_item[1]]
      when 2
        item = $data_armors[goods_item[1]]
      end
      if item != nil
        @data.push(item)
      end
    end
    @item_max = @data.size
    create_contents
    for i in 0...@item_max
      draw_item(i)
    end
  end

  def draw_item(index)
    item = @data[index]
    number = $game_party.item_number(item)
    enabled = (item.price <= $game_party.gold and number < 99)
    rect = item_rect(index)
    self.contents.clear_rect(rect)
    draw_item_name(item, rect.x, rect.y, enabled)
    rect.width -= 4
    self.contents.draw_text(rect, item.price, 2)
    draw_icon(4721, rect.x + 220, rect.y)
  end

  def update_help
    @help_window.set_text(item == nil ? "" : item.description)
  end
end


#==============================================================================
# ** Window_ShopSell
#==============================================================================

class Window_ShopSell < Window_Item

  def initialize(x, y, width, height)
    super(x, y, 222, 360)
    @column_max = 1
  end

  def include?(item)
    return item != nil
  end

  def enable?(item)
    return (item.price > 0)
  end

  def draw_item(index)
    rect = item_rect(index)
    self.contents.clear_rect(rect)
    item = @data[index]
    if item != nil
      number = $game_party.item_number(item)
      enabled = enable?(item)
      rect.width -= 4
      draw_item_name(item, rect.x, rect.y, enabled)
      self.contents.draw_text(rect, sprintf("Q.tà:%2d", number), 2)
    end
  end


=begin
  def update_cursor
    if @index < 0               # カーソルなし
      self.cursor_rect.empty
    elsif @index < @item_max    # 通常
      self.cursor_rect.set( 0, @index * 32, 190, 32)
    elsif @index >= 100         # 自分
      self.cursor_rect.set(0, @index * 32, 190, 32)
    else                        # 全体
      self.cursor_rect.set(0, 0, 190, @item_max * 32)
    end
  end
=end

end


#==============================================================================
# ** Window_ShopStatus
#==============================================================================
class Window_ShopStatus < Window_Base

  def initialize(x, y, z)
    super(x, y, 222, 360)
    @item = nil
    self.contents.font.size = 16
    refresh
  end

  def refresh
    self.contents.clear
    if @item != nil
      number = $game_party.item_number(@item)
      self.contents.font.color = system_color
      self.contents.draw_text(4, 0, 200, WLH, Vocab::Possession)
      self.contents.font.color = normal_color
      self.contents.draw_text(4, 0, 180, WLH, number, 2)
      for actor in $game_party.members
        x = 3
        y = WLH * (2 + actor.index * 3) + 12
        draw_actor_parameter_change(actor, x, y)
      end
    end
  end

  def draw_actor_parameter_change(actor, x, y)
    return if @item.is_a?(RPG::Item)
    enabled = actor.equippable?(@item)
    self.contents.font.color = normal_color
    self.contents.font.color.alpha = enabled ? 255 : 128
    self.contents.draw_text(x + 35, y - 15, 180, WLH, actor.name)
    draw_actor_graphic(actor, x + 15, y + 10)
    if @item.is_a?(RPG::Weapon)
      item1 = weaker_weapon(actor)
    elsif actor.two_swords_style and @item.kind == 0
      item1 = nil
    else
      item1 = actor.equips[1 + @item.kind]
    end
    if enabled
      if @item.is_a?(RPG::Weapon)
        atk1 = item1 == nil ? 0 : item1.atk
        atk2 = @item == nil ? 0 : @item.atk
        change = atk2 - atk1
        self.contents.draw_text(x, y, 150, WLH, "Attacco", 2)
      else
        def1 = item1 == nil ? 0 : item1.def
        def2 = @item == nil ? 0 : @item.def
        change = def2 - def1
        self.contents.draw_text(x, y, 150, WLH, "Difesa", 2)
      end
    end

    self.contents.font.color = text_color(0)

    if change.to_i < -1
      self.contents.font.color = text_color(10)
      self.contents.draw_text(x, y, 180, WLH, sprintf("%+d", change), 2)     
    else change.to_i > 1
      self.contents.font.color = text_color(11)
      self.contents.draw_text(x, y, 180, WLH, sprintf("%+d", change), 2)
    end
    if enabled == false
      self.contents.font.color = text_color(10)
      self.contents.draw_text(x, y, 150, WLH, "Non Equip.", 2)
    end

    draw_item_name(item1, x, y + WLH - 6, enabled)
  end

  def weaker_weapon(actor)
    if actor.two_swords_style
      weapon1 = actor.weapons[0]
      weapon2 = actor.weapons[1]
      if weapon1 == nil or weapon2 == nil
        return nil
      elsif weapon1.atk < weapon2.atk
        return weapon1
      else
        return weapon2
      end
    else
      return actor.weapons[0]
    end
  end

  def item=(item)
    if @item != item
      @item = item
      refresh
    end
  end
end


#==============================================================================
# ** Window_ShopNumber
#==============================================================================

class Window_ShopNumber < Window_Base

  def initialize(x, y, z)
    super(152, 118, 240, 180)

    @item = nil
    @max = 1
    @price = 0
    @number = 1
  end

  def set(item, max, price)
    @item = item
    @max = max
    @price = price
    @number = 1
    refresh
  end

  def number
    return @number
  end

  def refresh
    y = 40
    self.contents.clear
    draw_item_name(@item, 0, 10)
    self.contents.font.color = normal_color
    self.contents.draw_text(150, y, 20, WLH, "x")
    self.contents.draw_text(160, y, 20, WLH, @number, 2)
    self.cursor_rect.set(0, y, 208, WLH)
    draw_currency_value(@price * @number, 4, y + WLH * 2, 190)#210
    self.contents.draw_text(0, y + WLH * 2, 70, WLH, "Prezzo:", 0)
    draw_icon(147, 80, y + WLH * 2)
  end

  def update
    super
    if self.active
      last_number = @number
      if Input.repeat?(Input::RIGHT) and @number < @max
        @number = [@number + 10, @max].min
      end
      if Input.repeat?(Input::LEFT) and @number > 1
        @number = [@number - 10, 1].max
      end
      if Input.repeat?(Input::UP) and @number < @max
        @number += 1
      end
      if Input.repeat?(Input::DOWN) and @number > 1
        @number -= 1
      end
      if @number != last_number
        Sound.play_cursor
        refresh
      end
    end
  end
end
Demo:
N/D

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      #==============================================================================# ** 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
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