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Interfacce Cozziekuns' Status Screen

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Nome Script: Cozziekuns' Status Screen
Versione: 1.0
Autore/i: cozziekuns

Informazioni:
Una versione ritoccata dello Scene_Status

Screenshots:

23m6fxh.png



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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- - - - - - - - - - - - - - - - - - # 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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