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Ally

Interfacce Cambio face in base agli HP

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Nome Script: Cambio face in base agli HP
Versione: N/D
Autore/i: Jet10985

Informazioni:
Lo script fa si che i face dei personaggi cambino a seconda di quanti HP hanno.

Istruzioni:
Inserite lo script sotto Material.
Istruzioni all'interno dello script.

Script:

#===============================================================================
# Dynamic Face Changing
# By Jet10985 (Jet)
# Request By: Kyriaki
#===============================================================================
# This script will allow you to set up conditions for an actors face to be
# changed automatically.
# This script has: 1 customization option.
#===============================================================================
# Overwritten Methods:
# None
#-------------------------------------------------------------------------------
# Aliased methods:
# Game_System: initialize
#===============================================================================
=begin
To lock an actor's face:

To lock an actor's face, which means none of the below conditionals will be
checked, so the face will appear as whatever was last set by an event, use
this in an Event Script... command

lock_actor_face(actor_id)

actor_id should be the database id of the actor whose face should be locked.
--------------------------------------------------------------------------------
To unlock an actor's face:

Follow the same instructions as above, but with this command instead:

unlock_actor_face(actor_id)

=end

module JetDynamicFaces

  #=============================================================================
  # How to configure:
  #=============================================================================
  # Follow this format: actor_id => ["Face Name", index, :type, condition]
  #-----------------------------------------------------------------------------
  # actor_id is the database id of the actor in the database.
  # More than 1 condition can be used per actor, you should NOT use the same
  # id in the config more than once.
  #-----------------------------------------------------------------------------
  # "Face name" is the name of the face file in the Graphic/Faces folder
  # You may also use :face instead, which will use their currently set face,
  # as set by the database or event.
  #-----------------------------------------------------------------------------
  # index is the index of the face in the picture above
  #-----------------------------------------------------------------------------
  # :type is the type of conditional that it will check for. It can be:
  # :hp which will check if their hp is below a percentage.
  # :mp which will check if their mp is below a percentage.
  # :state which will check if a state is applied to the actor.
  #-----------------------------------------------------------------------------
  # condition is what should be checked from the :type
  # If type is :hp or :mp, this should be the percentage to check.
  # If type is :state, this should be the id of the state to check for.
  #-----------------------------------------------------------------------------
  # Please note, the order of the conditionals will determine priority.
  # The face will be from whichever conditional is matched last, so low
  # priority conditions should be first.
  #-----------------------------------------------------------------------------

  ACTOR_DYNAMIC_FACES_CONDITIONS = {

  1 => [["People1", 2, :hp, 75], ["People1", 1, :hp, 50], ["People1", 0, :hp, 25]],
  2 => [[:face, 0, :mp, 25], [:face, 1, :state, 1]]

  }

end

#===============================================================================
# DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO.
#===============================================================================
class Game_System

  attr_accessor :locked_actor_faces

  alias jet1280_initialize initialize unless $@
  def initialize(*args, &block)
    @locked_actor_faces = []
    jet1280_initialize(*args, &block)
  end
end

class Game_Actor

  def face_name
    return @face_name if $game_system.locked_actor_faces.include?(self.id)
    if JetDynamicFaces::ACTOR_DYNAMIC_FACES_CONDITIONS.keys.include?(self.id)
      jet_face_name = @face_name
      for cond in JetDynamicFaces::ACTOR_DYNAMIC_FACES_CONDITIONS[self.id]
        case cond[2]
        when :hp
          if self.hp.to_f / self.maxhp <= cond[3] / 100.0
            jet_face_name = cond[0] == :face ? @face_name : cond[0]
          end
        when :mp
          if self.mp.to_f / self.maxmp <= cond[3] / 100.0
            jet_face_name = cond[0] == :face ? @face_name : cond[0]
          end
        when :state
          if self.state?(cond[3])
            jet_face_name = cond[0] == :face ? @face_name : cond[0]
          end
        end
      end
      return jet_face_name
    else
      return @face_name
    end
  end

  def face_index
    return @face_index if $game_system.locked_actor_faces.include?(self.id)
    if JetDynamicFaces::ACTOR_DYNAMIC_FACES_CONDITIONS.keys.include?(self.id)
      jet_face_index = @face_index
      for cond in JetDynamicFaces::ACTOR_DYNAMIC_FACES_CONDITIONS[self.id]
        case cond[2]
        when :hp
          if self.hp.to_f / self.maxhp <= cond[3] / 100.0
            jet_face_index = cond[1]
          end
        when :mp
          if self.mp.to_f / self.maxmp <= cond[3] / 100.0
            jet_face_index = cond[1]
          end
        when :state
          if self.state?(cond[3])
            jet_face_index = cond[1]
          end
        end
      end
      return jet_face_index
    else
      return @face_index
    end
  end
end

class Game_Interpreter

  def lock_actor_face(id)
    unless $game_system.locked_actor_faces.include?(id)
      $game_system.locked_actor_faces.push(id)
    end
  end

  def unlock_actor_face(id)
    if $game_system.locked_actor_faces.include?(id)
      $game_system.locked_actor_faces.delete(id)
    end
  end
end

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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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