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[Aporte]Banner para todo[VX]
RPG maker VX :: Scripts ::
Página 1 de 1.
[Aporte]Banner para todo[VX]
¿Qué hace?
Crea un banner que te dice tu lugar actual, Cuanto dinero has ganado, Que items has ganado y demás.
¿Como se usa?
Simplemente pega sobre main
Captura
¿Como se usa?
Simplemente pega sobre main
Captura
[Tienes que estar registrado y conectado para ver esa imagen]
Script
- Spoiler:
- Código:
# ============================================================================ #
# Message Queue v1.0 by Marc (of Fall From Eden) #
# This script is licensed under the Creative Commons BY-SA 3.0 license. #
# ============================================================================ #
# DESCRIPTION #
# ---------------------------------------------------------------------------- #
# This script creates a "message banner" at the top of the screen for showing #
# non-critical (but useful) information to the player during gameplay. This #
# banner can contain any messages you wish to place in it. These messages are #
# handled in a "first-in, first-out" manner, creating a queue of messages to #
# show to the player. Only one message is displayed at a time, but others can #
# be added to the queue to display after the first message has faded out. #
# ============================================================================ #
# USAGE INSTRUCTIONS #
# ---------------------------------------------------------------------------- #
# This script comes with its own assortment of "add-ons." The message banner #
# does not show any messages ITSELF, but adding or creating methods which ADD #
# to the banner can be incredibly easy. #
# #
# By default, the add-ons included in this script are automatic. There is no #
# coding needed on your part to get them to work. You can find a list of these #
# add-ons in the Marc::Queue module below and set them as you desire. Setting #
# an add-on to "true" will show the message while setting it to "false" will #
# keep the message from displaying and run the original method the add-on #
# aliased. #
# #
# NOTE: Messages shown for map names exclude text written between brackets. #
# Map names will only show on the banner if the name of the new map is not the #
# same as the previous map. This keeps the banner from showing up more than #
# once for the map if the player goes to the menu, and lets you define whole #
# sections where you want the name shown only once. For instance, you could #
# create an inn with two floors, one named "Inn[1F]" and the other "Inn[2F]". #
# The banner would only display if the player entered from a location that is #
# not named "Inn" in that case (like the town where the inn is located). ;) #
# #
# Also, by default, the banner will NOT show duplicate messages. If two of the #
# messages in the queue are identical, the duplicate message will be removed #
# from the queue. You can change this behavior in the Marc::Queue module below #
# if that is not desired. #
# #
# If you want to add messages to the banner yourself, you can easily do so in #
# an event's Script command. Simply add the following: #
# #
# $game_map.queue.push("Your message here.") #
# #
# If your message is too long to write on a single line, you can do this to #
# get the same result: #
# #
# m = "Your message here." #
# $game_map.queue.push(m) #
# #
# For scripters: the banner reads messages from the array @queue in $game_map. #
# Adding or modifying methods to show messages is therefore simple, requiring #
# nothing more than pushing a string to the end of the array. You could also #
# write scripts that rearrange or modify the contents of the banner, if you so #
# desire. :) #
# #
# Have fun! :) #
# - Marc #
# ============================================================================ #
module Marc
module Queue
# Set this to the switch you want to activate or deactivate the message
# banner.
SWITCH = 1
# Should this switch be turned on automatically when starting a new game?
ENABLED = true
# The text alignment for the message banner. 0 is left-aligned, 1 is
# centered, and 2 is right-aligned.
ALIGNMENT = 1
# The font you want the banner to display. By default, this is set to
# Font.default_name, but you can specify an array of fonts instead. If the
# first font in the array can't be used, it'll use the next, and so on.
# For example: FONT = ["Verdana", "Arial", "Courier New"]
FONT = Font.default_name
# The background color of the message banner. Must be an instance of Color.
# Write as Color.new(red, green, blue, transparency). Maximum values for
# each are 255 (0 transparency is fully opaque, 255 fully transparent).
BACKGROUND = Color.new(0, 0, 0, 128)
# How much opacity is changed per frame when fading in or out. Increasing
# this will cause messages to fade in and out faster, while decreasing it
# will cause them to fade more slowly.
FADE_STEP = 8
# How long to show the message in frames after the fade-in is completed.
WAIT = 120
# Delete duplicate entries in the queue?
REMOVE_DUPLICATES = true
# Show message when a new map is loaded?
MSG_MAP = true
# Show message when gold is gained or lost?
MSG_GOLD = true
# Show message when items are gained or lost?
MSG_ITEM = true
# Show a message when a member is added or removed from the party?
MSG_PARTY = true
# Show a message when Change HP is used in an event?
MSG_HP = true
# Show a message when Change MP is used in an event?
MSG_MP = true
# Show a message when a state is added or removed in an event?
MSG_STATE = true
# Show a message when Recover All is used in an event?
MSG_RECOVER = true
# Show a message when experience is changed in an event?
MSG_EXP = true
# Show a message when a level is changed in an event?
MSG_LEVEL = true
# Show a message when an actor's parameters are changed in an event?
MSG_PARAMETERS = true
# Show a message when an actor learns or forgets a skill?
MSG_SKILLS = true
# Show a message when an actor's equipment changes in an event?
MSG_EQUIPMENT = true
# Show a message when an actor's name changes in an event?
MSG_NAME = true
# Show a message when an actor's class changes in an event?
MSG_CLASS = true
end
end # module Marc::Queue
# !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! #
# ! DO NOT EDIT BEYOND THIS POINT. ! #
# !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! #
$imported = {} if $imported == nil
$imported["Marc_Message_Queue"] = true
# ============================================================================ #
# Game_Temp #
# ---------------------------------------------------------------------------- #
# Aliased method: initialize #
# ============================================================================ #
if Marc::Queue::MSG_MAP
class Game_Temp
attr_accessor :old_map_name
alias marc_queue_addons_initialize initialize
def initialize
@old_map_name = nil
marc_queue_addons_initialize
end # initialize
end # class Game_Temp
end
# ============================================================================ #
# Game_Switches #
# ---------------------------------------------------------------------------- #
# Aliased methods: initialize #
# ============================================================================ #
if Marc::Queue::ENABLED
class Game_Switches
alias marc_queue_initialize initialize
def initialize
marc_queue_initialize
@data[Marc::Queue::SWITCH] = true
end # initialize
end # class Game_Switches
end # if Marc::Queue::ENABLED
# ============================================================================ #
# Game_Map #
# ---------------------------------------------------------------------------- #
# Aliased methods: initialize, setup #
# New method: map_name #
# ============================================================================ #
class Game_Map
attr_accessor :queue
alias marc_queue_initialize initialize
def initialize
@queue = []
marc_queue_initialize
end # initialize
if Marc::Queue::MSG_MAP
alias marc_queue_addons_setup setup
def setup(map_id)
marc_queue_addons_setup(map_id)
if $game_temp.old_map_name != map_name
$game_temp.old_map_name = map_name
unless map_name == "" or not $game_switches[Marc::Queue::SWITCH]
@queue.push("You have entered #{map_name}.")
end
end
end # setup
def map_name
data = load_data("Data/MapInfos.rvdata")
return data[@map_id].name.gsub(/\[.*?\]/, "").strip
end # map_name
end
end # class Game_Map
# ============================================================================ #
# Game_Party #
# ---------------------------------------------------------------------------- #
# Aliased methods: gain_gold, gain_item #
# ============================================================================ #
if Marc::Queue::MSG_GOLD or Marc::Queue::MSG_ITEM
class Game_Party < Game_Unit
if Marc::Queue::MSG_GOLD
alias marc_queue_addons_gain_gold gain_gold
def gain_gold(n)
marc_queue_addons_gain_gold(n)
return if not $scene.is_a?(Scene_Map)
return if not $game_switches[Marc::Queue::SWITCH]
if n > 0
if n == 1
$game_map.queue.push("Found a #{Vocab::gold}.")
else
$game_map.queue.push("Found #{n} #{Vocab::gold}s.")
end
else
if n == -1
$game_map.queue.push("Lost a #{Vocab::gold}.")
else
$game_map.queue.push("Lost #{n.abs} #{Vocab::gold}s.")
end
end
end # gain_gold
end
if Marc::Queue::MSG_ITEM
alias marc_queue_addons_gain_item gain_item
def gain_item(item, n, include_equip = false)
queue_item = item.name.to_s unless item.nil?
marc_queue_addons_gain_item(item, n, include_equip = false)
return if not $scene.is_a?(Scene_Map)
return if not $game_switches[Marc::Queue::SWITCH]
unless item.nil?
if n > 0
if n == 1
if queue_item =~ /^[aeiou]/i
$game_map.queue.push("Found an #{queue_item}.")
else
$game_map.queue.push("Found a #{queue_item}.")
end
else
$game_map.queue.push("Found #{n} #{queue_item}s.")
end
else
if n == -1
if queue_item =~ /^[aeiou]/i
$game_map.queue.push("Lost an #{queue_item}.")
else
$game_map.queue.push("Lost a #{queue_item}.")
end
else
$game_map.queue.push("Lost #{n} #{queue_item}s.")
end
end
end
end # gain_item
end
end # class Game_Party
end
# ============================================================================ #
# Game_Interpreter #
# ---------------------------------------------------------------------------- #
# Aliased methods: command_129, command_311, command_312, command_313, #
# command_314, command_315, command_316, command_317, command_318, #
# command_319, command_320 #
# ============================================================================ #
class Game_Interpreter
if Marc::Queue::MSG_PARTY
alias marc_queue_addons_command_129 command_129
def command_129 # Change Party
marc_queue_addons_command_129
if $scene.is_a?(Scene_Map) and $game_switches[Marc::Queue::SWITCH]
actor = $game_actors[@params[0]]
if actor != nil and @params[1] == 0
$game_map.queue.push("#{actor.name} has joined #{$game_party.name}.")
elsif actor != nil and @params[1] != 0
$game_map.queue.push("#{actor.name} has left #{$game_party.name}.")
end
end
end # command_129
end
if Marc::Queue::MSG_HP
alias marc_queue_addons_command_311 command_311
def command_311 # Change HP
marc_queue_addons_command_311
if $scene.is_a?(Scene_Map) and $game_switches[Marc::Queue::SWITCH]
value = operate_value(@params[1], @params[2], @params[3])
actor = $game_actors[@params[0]] unless @params[0] == 0
@params[0] == 0 ? name = $game_party.name : name = actor.name
if value > 0
$game_map.queue.push("#{name} recovered #{value} #{Vocab::hp}.")
elsif value < 0
$game_map.queue.push("#{name} lost #{value.abs} #{Vocab::hp}.")
end
end
end # command_311
end
if Marc::Queue::MSG_MP
alias marc_queue_addons_command_312 command_312
def command_312 # Change MP
marc_queue_addons_command_312
if $scene.is_a?(Scene_Map) and $game_switches[Marc::Queue::SWITCH]
value = operate_value(@params[1], @params[2], @params[3])
actor = $game_actors[@params[0]] unless @params[0] == 0
@params[0] == 0 ? name = $game_party.name : name = actor.name
if value > 0
$game_map.queue.push("#{name} recovered #{value} #{Vocab::mp}.")
elsif value < 0
$game_map.queue.push("#{name} lost #{value.abs} #{Vocab::mp}.")
end
end
end # command_312
end
if Marc::Queue::MSG_STATE
alias marc_queue_addons_command_313 command_313
def command_313 # Change State
marc_queue_addons_command_313
if $scene.is_a?(Scene_Map) and $game_switches[Marc::Queue::SWITCH]
state = $data_states[@params[2]]
actor = $game_actors[@params[0]] unless @params[0] == 0
@params[0] == 0 ? name = $game_party.name : name = actor.name
if @params[1] == 0
$game_map.queue.push("#{name}#{state.message1}")
else
$game_map.queue.push("#{name}#{state.message4}")
end
end
end # command_313
end
if Marc::Queue::MSG_RECOVER
alias marc_queue_addons_command_314 command_314
def command_314 # Recover All
marc_queue_addons_command_314
if $scene.is_a?(Scene_Map) and $game_switches[Marc::Queue::SWITCH]
actor = $game_actors[@params[0]] unless @params[0] == 0
@params[0] == 0 ? name = $game_party.name : name = actor.name
$game_map.queue.push("#{name} has been fully recovered.")
end
end # command_314
end
if Marc::Queue::MSG_EXP
alias marc_queue_addons_command_315 command_315
def command_315 # Change EXP
marc_queue_addons_command_315
if $scene.is_a?(Scene_Map) and $game_switches[Marc::Queue::SWITCH]
value = operate_value(@params[1], @params[2], @params[3])
actor = $game_actors[@params[0]] unless @params[0] == 0
@params[0] == 0 ? name = $game_party.name : name = actor.name
if value > 0
$game_map.queue.push("#{name} gained #{value} experience.")
elsif value < 0
$game_map.queue.push("#{name} lost #{value.abs} experience.")
end
end
end # command_315
end
if Marc::Queue::MSG_LEVEL
alias marc_queue_addons_command_316 command_316
def command_316 # Change Level
marc_queue_addons_command_316
if $scene.is_a?(Scene_Map) and $game_switches[Marc::Queue::SWITCH]
value = operate_value(@params[1], @params[2], @params[3])
actor = $game_actors[@params[0]] unless @params[0] == 0
@params[0] == 0 ? name = $game_party.name : name = actor.name
if @params[0] == 0
if value > 0
if value == 1
$game_map.queue.push("#{name} gained a #{Vocab::level}.")
else
$game_map.queue.push("#{name} gained #{value} #{Vocab::level}s.")
end
elsif value < 0
if value == -1
$game_map.queue.push("#{name} lost a #{Vocab::level}.")
else
$game_map.queue.push
("#{name} lost #{value.abs} #{Vocab::level}s.")
end
end
else
$game_map.queue.push
("#{name} is now #{Vocab::level} #{actor.level + value}.")
end
end
end # command_316
end
if Marc::Queue::MSG_PARAMETERS
alias marc_queue_addons_command_317 command_317
def command_317 # Change Parameters
marc_queue_addons_command_317
if $scene.is_a?(Scene_Map) and $game_switches[Marc::Queue::SWITCH]
value = operate_value(@params[2], @params[3], @params[4])
actor = $game_actors[@params[0]]
name = actor.name
if actor != nil and value != 0
case @params[1]
when 0
$game_map.queue.push
("#{name}'s maximum #{Vocab::hp} is now #{actor.maxhp}.")
when 1
$game_map.queue.push
("#{name}'s maximum #{Vocab::mp} is now #{actor.maxmp}.")
when 2
$game_map.queue.push("#{name}'s #{Vocab::atk} is now #{actor.atk}.")
when 3
$game_map.queue.push("#{name}'s #{Vocab::def} is now #{actor.def}.")
when 4
$game_map.queue.push("#{name}'s #{Vocab::spi} is now #{actor.spi}.")
when 5
$game_map.queue.push("#{name}'s #{Vocab::agi} is now #{actor.agi}.")
end
end
end
end # command_317
end
if Marc::Queue::MSG_SKILLS
alias marc_queue_addons_command_318 command_318
def command_318 # Change Skills
marc_queue_addons_command_318
if $scene.is_a?(Scene_Map) and $game_switches[Marc::Queue::SWITCH]
actor = $game_actors[@params[0]]
if actor != nil
name = actor.name
skill = $data_skills[@params[2]]
if @params[1] == 0
$game_map.queue.push("#{name} learned #{skill.name}.")
else
$game_map.queue.push("#{name} forgot #{skill.name}.")
end
end
end
end # command_318
end
if Marc::Queue::MSG_EQUIPMENT
alias marc_queue_addons_command_319 command_319
def command_319 # Change Equipment
marc_queue_addons_command_319
if $scene.is_a?(Scene_Map) and $game_switches[Marc::Queue::SWITCH]
actor = $game_actors[@params[0]]
if actor != nil
name = actor.name
if @params[1] == 0 or (@params[1] == 1 and actor.two_swords_style)
equipment = $data_weapons[@params[2]]
else
equipment = $data_armors[@params[2]]
end
unless equipment.nil?
$game_map.queue.push("#{name} has equipped #{equipment.name}.")
else
case @params[1]
when 0
$game_map.queue.push("#{name} has unequipped a weapon.")
when 1
$game_map.queue.push("#{name} has unequipped their shield.")
when 2
$game_map.queue.push("#{name} has unequipped their headgear.")
when 3
$game_map.queue.push("#{name} has unequipped their armor.")
when 4
$game_map.queue.push("#{name} has unequipped their accessory.")
end
end
end
end
end # command_319
end
if Marc::Queue::MSG_NAME
alias marc_queue_addons_command_320 command_320
def command_320 # Change Name
if $scene.is_a?(Scene_Map) and $game_switches[Marc::Queue::SWITCH]
actor = $game_actors[@params[0]]
if actor != nil
$game_map.queue.push("#{actor.name} is now known as #{@params[1]}.")
end
end
marc_queue_addons_command_320
end # command_320
end
if Marc::Queue::MSG_CLASS
alias marc_queue_addons_command_321 command_321
def command_321 # Change Class
marc_queue_addons_command_321
if $scene.is_a?(Scene_Map) and $game_switches[Marc::Queue::SWITCH]
actor = $game_actors[@params[0]]
new_class = $data_classes[@params[1]]
if actor != nil and new_class != nil
if new_class.name =~ /^[aeiou]/i
$game_map.queue.push("#{actor.name} is now an #{new_class.name}.")
else
$game_map.queue.push("#{actor.name} is now a #{new_class.name}.")
end
end
end
end # command_321
end
end # class Game_Interpreter
# ============================================================================ #
# Spriteset_Map #
# ---------------------------------------------------------------------------- #
# Aliased methods: initialize, update, dispose #
# ============================================================================ #
class Spriteset_Map
alias marc_queue_initialize initialize
def initialize
marc_queue_initialize
@queue = Marc_Queue.new(@viewport3) if $game_switches[Marc::Queue::SWITCH]
end # initialize
alias marc_queue_update update
def update
if $game_switches[Marc::Queue::SWITCH]
@queue.update unless @queue.nil?
else
$game_map.queue.clear if $game_map.queue != nil
end
marc_queue_update
end # update
alias marc_queue_dispose dispose
def dispose
@queue.dispose unless @queue.nil?
marc_queue_dispose
end # dispose
end # class Spriteset_Map
# ============================================================================ #
# Marc_Queue #
# ---------------------------------------------------------------------------- #
# Methods: initialize, update, dispose #
# ============================================================================ #
class Marc_Queue < Sprite_Base
def initialize(viewport)
super(viewport)
@counter = 0
self.opacity = 0
end # initialize
def update
return if $game_map.queue.empty?
$game_map.queue.uniq! if Marc::Queue::REMOVE_DUPLICATES
if self.bitmap.nil? and @counter == 0
self.bitmap = Bitmap.new(Graphics.width, 24)
self.bitmap.fill_rect(0, 0, Graphics.width, 24, Marc::Queue::BACKGROUND)
self.bitmap.font.name = Marc::Queue::FONT
self.bitmap.draw_text(0, 0, Graphics.width - 4, 24,
$game_map.queue[0].to_s, Marc::Queue::ALIGNMENT)
self.z = 500
end
if self.opacity < 255 and @counter < Marc::Queue::WAIT
self.opacity += Marc::Queue::FADE_STEP
end
if @counter < Marc::Queue::WAIT
@counter += 1
else
self.opacity -= Marc::Queue::FADE_STEP if self.opacity > 0
if self.opacity <= 0
$game_map.queue.shift
self.bitmap = nil
@counter = 0
end
end
end # update
end # class Marc_Queue
Demo
- Spoiler:
Creditos:Marc of Fall From Eden
luistop12- 500
-
33
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