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Level up en una ventana al finalizar Batalla
5 participantes
RPG maker VX :: Scripts ::
Página 1 de 1.
Level up en una ventana al finalizar Batalla
Buenoe ste scrits lo saque cuando baje el tenaki (si asi se escribe xD) el de batalla lateral version charas del kaduki. Este hace que se habra una ventana al finalizar batalla en la cual veras lo que incrementa el subir de nivel de tu personaje.
Ejemplos son estos dos que saque de mi pryecto...
Un level up Normal:
[Tienes que estar registrado y conectado para ver este vínculo]
Aprendiste una Téc. xD (dice Anárion en honor a mi proyecto)
[Tienes que estar registrado y conectado para ver este vínculo]
En fin aqui esta el Scritp:
Deben guardar en la carpeta pictures de su proyecto esta imagen con el nombre de "level_up_arrow" (sin las comillas ")
user posted image
Intrucciones:
-Pegar encima de Main
-Llamenle como quieran o por defecto: Level Up Display Window
-Pueden cambiar los colores de letras y numeros en la ventana... solo deben buscar que lineas se pueden editar.
-Esta en ingles pero es facil usar
Creditos: BigEd781 (Ahora si xD)
Saludos ojala les guste... si es compatible con el abs
Demo:
[Tienes que estar registrado y conectado para ver este vínculo]
Ejemplos son estos dos que saque de mi pryecto...
Un level up Normal:
[Tienes que estar registrado y conectado para ver este vínculo]
Aprendiste una Téc. xD (dice Anárion en honor a mi proyecto)
[Tienes que estar registrado y conectado para ver este vínculo]
En fin aqui esta el Scritp:
- Spoiler:
- CODE
#-------------------- Level Up Stat and Display Window --------------------
#------------------------------ By BigEd781 -------------------------------
# [Tienes que estar registrado y conectado para ver este vínculo]
#
module LevelUpDisplayConfig
#--------------------------------------------------------------------------
# * General Configuration Options
#--------------------------------------------------------------------------
#The windowskin file name, minus the extension
WINDOWSKIN_NAME = 'Window'
#The sound effect name that is played when the window is displayed
LEVEL_UP_SE = 'Recovery'
#The sound effect volume
LEVEL_UP_SE_VOLUME = 80
#Display the skill window?
USE_SKILL_WINDOW = true
#The title text used in the "New Skills" window (if not nil)
#For example, NEW_SKILL_TITLE_TEXT = 'Abilities'
NEW_SKILL_TITLE_TEXT = nil
#Show the actor's sprite?
USE_SPRITE_GRAPHIC = true
#Opacity of the main window
WINDOW_OPACITY = 255
#--------------------------------------------------------------------------
# * Stat Window Configuration
#--------------------------------------------------------------------------
#The color of the actor's name in the window (gold by default)
NAME_COLOR = Color.new(255,235,0)
#The color of the actor's level in the window (gold by default)
LEVEL_COLOR = Color.new(255,235,0)
#The color of the actor's stat names in the window (gold by default)
STAT_COLOR = Color.new(255,235,0)
#The color of the actor's old stat values (white by default)
OLD_STAT_COLOR = Color.new(255,255,255)
#The color of the actor's new stat values, if a net gain (green by default)
NEW_STAT_VAL_COLOR = Color.new(0,250,154)
#The color of the actor's new stat values, if a net loss (red by default)
STAT_VAL_LOSS_COLOR = Color.new(255, 0, 0)
#--------------------------------------------------------------------------
# * Skill Window Configuration
#--------------------------------------------------------------------------
#The color of the text in the skills title window
SKILL_TITLE_COLOR = Color.new(255,215,0)
#The color of the new skills text in the skills window
SKILL_WINDOW_FONT_COLOR = Color.new(240,248,255)
#--------------------------------------------------------------------------
# * There is no need to modify the constants below
#--------------------------------------------------------------------------
STAT_WINDOW_WIDTH = 320
SKILL_WINDOW_WIDTH = 165
WINDOW_HEIGHT = 220
SUB_WINDOW_HEIGHT = 45
end
include LevelUpDisplayConfig
#==========================================================================
# * Window_LevelUpdate
#--------------------------------------------------------------------------
# The main window that appears in battle when a level is gained.
# Displays stat info, faceset, and (optionally) the actor sprite.
#==========================================================================
class Window_LevelUpdate < Window_Base
def initialize(actor)
w = STAT_WINDOW_WIDTH
h = WINDOW_HEIGHT
if USE_SKILL_WINDOW
super(272 - (w / 2) - (SKILL_WINDOW_WIDTH / 2), 50, w, h)
else
super(272 - (w / 2), 50, w, h)
end
self.windowskin = Cache.system(WINDOWSKIN_NAME)
self.back_opacity = WINDOW_OPACITY
@actor = actor
@animation_index = 0
@arrow = Cache.picture('level_up_arrow')
@y_offset = 12 #give some room under level display
#begin drawing new level and old stat text
@col_one_offset = 0
#Draw old stats
@col_two_offset = @col_one_offset + 60
#begin drawing Faceset/sprite and skills gained
@col_four_offset = 0
#begin drawing Faceset/sprite graphics
@col_five_offset = 190
#play the sound effect
se = RPG::SE.new(LEVEL_UP_SE, LEVEL_UP_SE_VOLUME)
se.play
#calculates the offet for drawing level info
calc_level_offsets
setup_name_window
draw_stat_names
draw_old_stat_values
draw_arrows
draw_new_stat_values
draw_actor_rep
update
end
#--------------------------------------------------------------------------
# * Create and display the name window
#--------------------------------------------------------------------------
def setup_name_window
@name_window = Window_Base.new(self.x + 20, self.y - 30 , fit_to_text(@actor.name), SUB_WINDOW_HEIGHT)
@name_window.windowskin = Cache.system(WINDOWSKIN_NAME)
@name_window.back_opacity = 255
@name_sprite = Sprite.new
@name_sprite.bitmap = Bitmap.new(@name_window.width, @name_window.height)
@name_sprite.bitmap.font.color = NAME_COLOR
@name_sprite.x = @name_window.x + 15
@name_sprite.y = @name_window.y - 10
@name_sprite.z = 300
@name_sprite.bitmap.draw_text(0, 0, @name_sprite.bitmap.width, 60, @actor.name)
end
#--------------------------------------------------------------------------
# * Draws the level and stat text (not the values themselves)
#--------------------------------------------------------------------------
def draw_stat_names
self.contents.font.color = LEVEL_COLOR
self.contents.draw_text(@col_one_offset, 0, 60, WLH, "Lv.")
self.contents.font.color = STAT_COLOR
self.contents.draw_text(@col_one_offset, y_incr, 60, WLH, Vocab.hp)
self.contents.draw_text(@col_one_offset, y_incr, 60, WLH, Vocab.mp)
self.contents.draw_text(@col_one_offset, y_incr, 60, WLH, Vocab.atk)
self.contents.draw_text(@col_one_offset, y_incr, 60, WLH, Vocab.def)
self.contents.draw_text(@col_one_offset, y_incr, 60, WLH, Vocab.spi)
self.contents.draw_text(@col_one_offset, y_incr, 60, WLH, Vocab.agi)
#reset the font color
self.contents.font.color = Font.default_color
#reset the y_offset to 12
y_incr_reset
end
#--------------------------------------------------------------------------
# * Draws the old level and stat values
#--------------------------------------------------------------------------
def draw_old_stat_values
self.contents.font.color = OLD_STAT_COLOR
self.contents.draw_text(@col_level_old_offset, 0, 60, WLH, @actor.last_level)
self.contents.draw_text(@col_two_offset, y_incr, 60, WLH, @actor.last_hp)
self.contents.draw_text(@col_two_offset, y_incr, 60, WLH, @actor.last_mp)
self.contents.draw_text(@col_two_offset, y_incr, 60, WLH, @actor.last_atk)
self.contents.draw_text(@col_two_offset, y_incr, 60, WLH, @actor.last_def)
self.contents.draw_text(@col_two_offset, y_incr, 60, WLH, @actor.last_spi)
self.contents.draw_text(@col_two_offset, y_incr, 60, WLH, @actor.last_agi)
#reset the font color
self.contents.font.color = Font.default_color
#reset the y_offset to 12
y_incr_reset
end
#--------------------------------------------------------------------------
# * Draws the arrows
#--------------------------------------------------------------------------
def draw_arrows
if @actor.last_hp - 100 < 0
@col_three_offset = @col_two_offset + 30
elsif @actor.last_hp - 1000 < 0
@col_three_offset = @col_two_offset + 40
else
@col_three_offset = @col_two_offset + 50
end
draw_arrow(@col_level_arrow_offset, 6) #level
draw_arrow(@col_three_offset, y_incr + 6) #hp
draw_arrow(@col_three_offset, y_incr + 6) #mp
draw_arrow(@col_three_offset, y_incr + 6) #atk
draw_arrow(@col_three_offset, y_incr + 6) #def
draw_arrow(@col_three_offset, y_incr + 6) #spi
draw_arrow(@col_three_offset, y_incr + 6) #agi
calc_col_four_offset(@col_three_offset)
#reset the y_offset to 12
y_incr_reset
end
#--------------------------------------------------------------------------
# * Draws the new level and stat values
#--------------------------------------------------------------------------
def draw_new_stat_values
draw_new_stat(@col_level_new_offset, 0, 60, WLH, @actor.last_level, @actor.level)
draw_new_stat(@col_four_offset, y_incr, 60, WLH, @actor.last_hp, @actor.maxhp)
draw_new_stat(@col_four_offset, y_incr, 60, WLH, @actor.last_mp, @actor.maxmp)
draw_new_stat(@col_four_offset, y_incr, 60, WLH, @actor.last_atk, @actor.base_atk)
draw_new_stat(@col_four_offset, y_incr, 60, WLH, @actor.last_def, @actor.base_def)
draw_new_stat(@col_four_offset, y_incr, 60, WLH, @actor.last_spi, @actor.base_spi)
draw_new_stat(@col_four_offset, y_incr, 60, WLH, @actor.last_agi, @actor.base_agi)
self.contents.font.color = Font.default_color
#reset the y_offset to 12
y_incr_reset
end
def draw_new_stat(x, y, w, h, prev_val, val)
if val > prev_val #gain
self.contents.font.color = NEW_STAT_VAL_COLOR
elsif val == prev_val #no change
self.contents.font.color = OLD_STAT_COLOR
else #loss
self.contents.font.color = STAT_VAL_LOSS_COLOR
end
self.contents.draw_text(x, y, w, h, val)
end
#--------------------------------------------------------------------------
# * Draws the faceset and optionally the actor sprite
#--------------------------------------------------------------------------
def draw_actor_rep
draw_actor_face(@actor, @col_five_offset, 0)
if (USE_SPRITE_GRAPHIC)
x_pos = @col_five_offset + ((self.width - @col_five_offset) / 2) - 18
draw_character(@actor.character_name, @actor.character_index, x_pos, 160)
end
end
#--------------------------------------------------------------------------
# * Draws an arrow
#--------------------------------------------------------------------------
def draw_arrow(x, y)
src_rect = Rect.new(0, 0, @arrow.width, @arrow.height)
self.contents.blt(x, y, @arrow, src_rect)
end
#--------------------------------------------------------------------------
# * figures out the spacing for the level text display
#--------------------------------------------------------------------------
def calc_level_offsets
@col_level_old_offset = @col_one_offset + 30
if @actor.last_level < 10
@col_level_arrow_offset = @col_level_old_offset + 20
else
@col_level_arrow_offset = @col_level_old_offset + 30
end
@col_level_new_offset = @col_level_arrow_offset + 26
end
#--------------------------------------------------------------------------
# * Increments the y counter
#--------------------------------------------------------------------------
def y_incr
@y_offset += WLH
return @y_offset
end
#--------------------------------------------------------------------------
# * Resets the y counter
#--------------------------------------------------------------------------
def y_incr_reset
@y_offset = 12
end
#--------------------------------------------------------------------------
# * calculate where to draw col four text (new stat values)
#--------------------------------------------------------------------------
def calc_col_four_offset(col_three)
@col_four_offset = col_three + 22
end
#--------------------------------------------------------------------------
# * Fit the window width to the text
#--------------------------------------------------------------------------
def fit_to_text(text)
w = self.contents.text_size(text).width + 32
return w > 90 ? w : 90
end
#--------------------------------------------------------------------------
# * Update the child window position
#--------------------------------------------------------------------------
def update_child_window_pos
@name_window.x = self.x + 20
@name_window.y = self.y - 30
@name_sprite.x = @name_window.x + 15
@name_sprite.y = @name_window.y - 10
end
#--------------------------------------------------------------------------
# * Destroy the sprite!
#--------------------------------------------------------------------------
def dispose
super
@name_window.dispose
@name_sprite.dispose
end
end
#============================================================================
# * Window_SkillUpdate
#----------------------------------------------------------------------------
# The learned skill window
#============================================================================
class Window_SkillUpdate < Window_Base
def initialize(actor, parent_x, parent_y, parent_width)
x = parent_x + parent_width
h = WINDOW_HEIGHT
w = SKILL_WINDOW_WIDTH
super(x, parent_y, w, h)
self.windowskin = Cache.system(WINDOWSKIN_NAME)
self.back_opacity = WINDOW_OPACITY
self.contents.font.color = SKILL_WINDOW_FONT_COLOR
@actor = actor
@skills = []
setup_title_window
populate_skill_list
end
#--------------------------------------------------------------------------
# * create the title window
#--------------------------------------------------------------------------
def setup_title_window
#check to see if custom text is defined
if NEW_SKILL_TITLE_TEXT == nil
skill_title_text = sprintf("N. %s", Vocab.skill)
else
skill_title_text = NEW_SKILL_TITLE_TEXT
end
middle_parent = self.x + (self.width / 2)
w = fit_to_text(skill_title_text)
h = SUB_WINDOW_HEIGHT
x = middle_parent - (w / 2)
y = self.y - 30
@title_window = Window_Base.new(x, y, w, h)
@title_window.windowskin = Cache.system(WINDOWSKIN_NAME)
@title_window.back_opacity = 255
@title_sprite = Sprite.new
@title_sprite.bitmap = Bitmap.new(@title_window.width, @title_window.height)
@title_sprite.bitmap.font.color = SKILL_TITLE_COLOR
@title_sprite.x = @title_window.x + 15
@title_sprite.y = @title_window.y + 4
@title_sprite.z = 300
@title_sprite.bitmap.draw_text(0, 0, @title_sprite.bitmap.width, 32, skill_title_text)
end
#--------------------------------------------------------------------------
# * My edit of draw_item_name.
# Necessary because the default one changes the font color.
#--------------------------------------------------------------------------
def draw_my_item_name(item, x, y, enabled = true)
if item != nil
draw_icon(item.icon_index, x, y, enabled)
self.contents.font.color.alpha = enabled ? 255 : 128
self.contents.draw_text(x + 24, y, 172, WLH, item.name)
end
end
#--------------------------------------------------------------------------
# * draw all of the skills that were learned
#--------------------------------------------------------------------------
def populate_skill_list
skills = @actor.last_learned_skills
y = 0
for skill in skills
draw_my_item_name(skill, 0, y)
y += 32
end
end
#--------------------------------------------------------------------------
# * Fit the window width to the text
#--------------------------------------------------------------------------
def fit_to_text(text)
return self.contents.text_size(text).width + 32
end
#--------------------------------------------------------------------------
# * Kill the sprite!
#--------------------------------------------------------------------------
alias :eds_old_dispose :dispose
def dispose
eds_old_dispose
@title_window.dispose
@title_sprite.dispose
end
end
#==========================================================================
# * Game_Actor
#--------------------------------------------------------------------------
# overrides -
# * display_level_up (if DISPLAY_DEF_MESSAGE is set to false in config)
#==========================================================================
class Game_Actor < Game_Battler
attr_reader :last_level
attr_reader :last_hp
attr_reader :last_mp
attr_reader :last_atk
attr_reader :last_def
attr_reader :last_spi
attr_reader :last_agi
attr_reader :last_learned_skills
#--------------------------------------------------------------------------
# * Change Experience
# exp : New experience
# show : Level up display flag
#--------------------------------------------------------------------------
alias :eds_old_change_exp :change_exp
def change_exp(exp, show)
#save off the old paramters
prev_skills = skills
@last_level = @level
@last_hp = self.maxhp
@last_mp = self.maxmp
@last_atk = self.atk
@last_def = self.def
@last_spi = self.spi
@last_agi = self.agi
eds_old_change_exp(exp, show)
@last_learned_skills = skills - prev_skills
end
if USE_SKILL_WINDOW #below method is only used if we are using the skill window
#--------------------------------------------------------------------------
# * Show Level Up Message
# new_skills : Array of newly learned skills
#--------------------------------------------------------------------------
# If we are not displaying the standard message when
# gaining a level, simply remove the loop that creates
# the learned skills message. Continue to display
# the skills that were learned if we are not in battle.
#--------------------------------------------------------------------------
alias :eds_old_display_level_up :display_level_up
def display_level_up(new_skills)
if $game_temp.in_battle
$game_message.new_page
text = sprintf(Vocab::LevelUp, @name, Vocab::level, @level)
$game_message.texts.push(text)
else
eds_old_display_level_up(new_skills)
end
end
end #skill window check
end
#============================================================================
# * Scene_Battle
#----------------------------------------------------------------------------
# overrides -
# * display_level_up
#============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# * Display Level Up
#--------------------------------------------------------------------------
def display_level_up
#patch for KGC Equip Learn Skill script
if $imported != nil and $imported["EquipLearnSkill"]
display_master_equipment_skill
end
exp = $game_troop.exp_total
for actor in $game_party.existing_members
last_level = actor.level
last_skills = actor.skills
actor.gain_exp(exp, true)
if actor.level > last_level
win = Window_LevelUpdate.new(actor)
#if we are using the skill window and the skills have changed...
if USE_SKILL_WINDOW && last_skills.length != actor.skills.length
s_win = Window_SkillUpdate.new(actor, win.x, win.y, win.width)
wait_for_message
s_win.dispose if USE_SKILL_WINDOW
else
#move the window back to center screen and update the name window
win.x = 272 - (win.width / 2)
win.update_child_window_pos
wait_for_message
end
win.dispose
end
end
end
end
Deben guardar en la carpeta pictures de su proyecto esta imagen con el nombre de "level_up_arrow" (sin las comillas ")
user posted image
Intrucciones:
-Pegar encima de Main
-Llamenle como quieran o por defecto: Level Up Display Window
-Pueden cambiar los colores de letras y numeros en la ventana... solo deben buscar que lineas se pueden editar.
-Esta en ingles pero es facil usar
Creditos: BigEd781 (Ahora si xD)
Saludos ojala les guste... si es compatible con el abs
Demo:
[Tienes que estar registrado y conectado para ver este vínculo]
Yo si la veo... dame tu correo y te la envio por msn... por que por mp seria lo mismo... Amenos que digas que no se porque tienes que apretar el link... nose como colocarla en pequña aqui...KahnUchiha escribió:che, victor, la imagen esa no se ve xD
Última edición por victormg97 el Sáb 24 Abr 2010, 11:46 am, editado 2 veces
victormg97- 50
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Sobre mí::
Re: Level up en una ventana al finalizar Batalla
che, victor, la imagen esa no se ve xD
KahnUchiha- 0
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Re: Level up en una ventana al finalizar Batalla
"user posted image" eso me dice :( saludos
TigreX- 500
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1679
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Sobre mí::
Re: Level up en una ventana al finalizar Batalla
Estas son las imagenes:
[Tienes que estar registrado y conectado para ver esa imagen]
Puntuen, porfavor! : )
[Tienes que estar registrado y conectado para ver esa imagen]
Puntuen, porfavor! : )
cmee- 220
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Re: Level up en una ventana al finalizar Batalla
Muchas gracias cmee... luego me enseñas como colocarlas asi es que no se... te lo suplico porfavor... ¡¡¡MUCHAS GRACIAS!! enserio... +1
victormg97- 50
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Sobre mí::
Re: Level up en una ventana al finalizar Batalla
victor, lo veo las imagenes de ejemplo, me refiero a que no se ve la imagen de la flecha que nesecitamos
KahnUchiha- 0
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Re: Level up en una ventana al finalizar Batalla
victormg97 escribió:Muchas gracias cmee... luego me enseñas como colocarlas asi es que no se... te lo suplico porfavor... ¡¡¡MUCHAS GRACIAS!! enserio... +1
mira para poner las imagenes pon ["img"]link de la imagen["/img"]", sin las comillas("").
El link de la img suele acabar en bmp, gif, jpg, etc.
cmee- 220
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Re: Level up en una ventana al finalizar Batalla
no la de la flecha y +1!
TigreX- 500
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Sobre mí::
Re: Level up en una ventana al finalizar Batalla
concuerdo con los demas
)=<
falta la imagen que nos piden para el script
)=<
falta la imagen que nos piden para el script
Invark- 500
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Re: Level up en una ventana al finalizar Batalla
Deben guardar en la carpeta pictures de su proyecto esta imagen con el
nombre de "level_up_arrow" (sin las comillas ")
[Tienes que estar registrado y conectado para ver esa imagen]
esa flecha es :P saludos
nombre de "level_up_arrow" (sin las comillas ")
[Tienes que estar registrado y conectado para ver esa imagen]
esa flecha es :P saludos
TigreX- 500
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26
1214
1679
105
Extras
Sobre mí::
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RPG maker VX :: Scripts ::
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