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Ventana de estado en batalla mejorada
+2
Darckaos
Mr.Gonz
6 participantes
RPG maker VX :: Scripts ::
Página 1 de 1.
Ventana de estado en batalla mejorada
Hola a todos
Les traigo un script que les dara un toque espacial a sus projectos. se trata de un script que cambia la ventana de estado en la batalla, dandole un toque genial. Para esto necesitas las correspondientes imagenes en "Pictures"
Caracteristicas
- Adiere un aspecto mas profecional en comparacion al sistema de batalla por defecto
- Alta compatibilidad
- Cambia tus windowskin y todas las battle window windowskins
- Cambia la opacasidad de la window y la battle window
- Usa imagenes personalizadas para todos los elementos
- Modifica la window font y las propiedades (like, bold, italic, etc)
Imagenes a usar
Screens
[Tienes que estar registrado y conectado para ver esa imagen]
Script's
Personalizacion
Configuracion
ESTE SISTEMA USA ESTOS 2 SCRIPTS COLOCALOS ENCIMA DE MAIN EN ESE ORDEN OK.
Saludos
Les traigo un script que les dara un toque espacial a sus projectos. se trata de un script que cambia la ventana de estado en la batalla, dandole un toque genial. Para esto necesitas las correspondientes imagenes en "Pictures"
Caracteristicas
- Adiere un aspecto mas profecional en comparacion al sistema de batalla por defecto
- Alta compatibilidad
- Cambia tus windowskin y todas las battle window windowskins
- Cambia la opacasidad de la window y la battle window
- Usa imagenes personalizadas para todos los elementos
- Modifica la window font y las propiedades (like, bold, italic, etc)
Imagenes a usar
- Código:
http://i227.photobucket.com/albums/dd217/biged781/BattleWindowFrame_Gold.png
http://i227.photobucket.com/albums/dd217/biged781/BattleWindowFrame_Silver.png
http://i227.photobucket.com/albums/dd217/biged781/NameBG_blue.png
http://i227.photobucket.com/albums/dd217/biged781/NameBG_SilverNoBack.png
http://i227.photobucket.com/albums/dd217/biged781/NameBG_SilverWithBack.png
http://i227.photobucket.com/albums/dd217/biged781/NameBG_GoldNoBack.png
http://i227.photobucket.com/albums/dd217/biged781/NameBG_GoldWithBack.png
http://i227.photobucket.com/albums/dd217/biged781/HighHealthOrb_alt1.png
http://i227.photobucket.com/albums/dd217/biged781/HighHealthOrb.png
http://i227.photobucket.com/albums/dd217/biged781/WarningHealthOrb.png
http://i227.photobucket.com/albums/dd217/biged781/LowHealthOrb.png
http://i227.photobucket.com/albums/dd217/biged781/empty_icon.png
Screens
[Tienes que estar registrado y conectado para ver esa imagen]
Script's
Personalizacion
- Código:
# use an image behind the actor's name?
# this image should be 403x31
USE_NAME_BG_IMAGE = true
# the name of the image file that appears behind teh actor's name
NAME_BG_IMAGE = 'NameBG_GoldWithBack'
# the portion of the image that is actually displayed behind the name
NAME_BG_WIDTH = 195
# set this to true if you are using my tiled window script and skin
# see the original thread for details on how to get this feature working
USE_TILED_WINDOW = false
# use a graphic to frame the window?
USE_WINDOW_FRAME = true
# window frame image file name
WINDOW_FRAME_NAME = 'BattleWindowFrame_Gold'
# use graphics to indicat player health?
USE_STATUS_ORBS = true
# orb image file names (you will never see LOW_HEALTH used in game)
HIGH_HEALTH_ORB_NAME = 'HighHealthOrb'
WARNING_HEALTH_ORB_NAME = 'WarningHealthOrb'
LOW_HEALTH_ORB_NAME = 'LowHealthOrb'
# windowskin file to use for the window
WINDOWSKIN_NAME = 'Window'
# use this windowskin for every battle window?
USE_WINDOWSKIN_FOR_ALL = true
# graphic displayed in empty state icons spots (max 5 displayed)
EMPTY_ICON_IMAGE_NAME = 'empty_icon'
# change this to modify the x starting point of the state icons
STATUS_ICONS_X_OFFSET = 2
# font to use in the window
DEF_FONT = 'Verdana'
# font settings
USE_ITALICS = false
USE_BOLD_FONT = false
USE_SHADOW = true
# change this value to modify where the name is drawn (x and y)
NAME_X_OFFSET = 0
NAME_Y_OFFSET = 2
# change this value to modify where the hp/mp gauges are drawn (x and y)
HEALTH_GAUGE_Y_OFFSET = -5
HEALTH_GAUGE_X_OFFSET = 0
# change this value to change the window's opactiy
WINDOW_OPACITY = 255
# use this opacity for all battle windows? (recommended)
USE_OPACITY_FOR_ALL = true
Configuracion
- Código:
module BattleWindowConfig
# use an image behind the actor's name?
# this image should be 403x31
USE_NAME_BG_IMAGE = true
# the name of the image file that appears behind teh actor's name
NAME_BG_IMAGE = 'NameBG_blue'
# the portion of the image that is actually displayed behind the name
NAME_BG_WIDTH = 195
# set this to true if you are using my tiled window script and skin
# see the original thread for details on how to get this feature working
USE_TILED_WINDOW = false
# use a graphic to frame the window?
USE_WINDOW_FRAME = true
# window frame image file name
WINDOW_FRAME_NAME = 'BattleWindowFrame_Silver'
# use graphics to indicat player health?
USE_STATUS_ORBS = true
# orb image file names (you will never see LOW_HEALTH used in game)
HIGH_HEALTH_ORB_NAME = 'HighHealthOrb'
WARNING_HEALTH_ORB_NAME = 'WarningHealthOrb'
LOW_HEALTH_ORB_NAME = 'LowHealthOrb'
# windowskin file to use for the window
WINDOWSKIN_NAME = 'Window'
# use this windowskin for every battle window?
USE_WINDOWSKIN_FOR_ALL = true
# graphic displayed in empty state icons spots (max 5 displayed)
EMPTY_ICON_IMAGE_NAME = 'empty_icon'
# change this to modify the x starting point of the state icons
STATUS_ICONS_X_OFFSET = 2
# font to use in the window
DEF_FONT = 'Verdana'
# font settings
USE_ITALICS = false
USE_BOLD_FONT = false
USE_SHADOW = true
# change this value to modify where the name is drawn (x and y)
NAME_X_OFFSET = 0
NAME_Y_OFFSET = 2
# change this value to modify where the hp/mp gauges are drawn (x and y)
HEALTH_GAUGE_Y_OFFSET = -5
HEALTH_GAUGE_X_OFFSET = 0
# change this value to change the window's opactiy
WINDOW_OPACITY = 255
# use this opacity for all battle windows? (recommended)
USE_OPACITY_FOR_ALL = true
end
class Window_BattleMember < Window_Base
include BattleWindowConfig
class Point
attr_reader :x
attr_reader :y
def initialize( x, y )
@x = x
@y = y
end
end
class Size
attr_reader :width
attr_reader :height
def initialize( width=0, height=0 )
@width = width
@height = height
end
end
attr_accessor :actor
@@def_size = Size.new( 416, 128 )
@@def_face_size = 96
@@def_frame_location = Point.new( 0, 0 )
@@def_orb_location = Point.new( 336, 48 )
def initialize( x, y, actor )
super( x, y, @@def_size.width, @@def_size.height )
self.back_opacity = WINDOW_OPACITY
self.stretch = false if USE_TILED_WINDOW
self.windowskin = Cache.system( WINDOWSKIN_NAME )
init_font_params
self.actor = actor
end
def init_font_params
self.contents.font.name = DEF_FONT
self.contents.font.italic = USE_ITALICS
self.contents.font.bold = USE_BOLD_FONT
self.contents.font.shadow = USE_SHADOW
end
def actor=( value )
@actor = value
refresh
end
def get_name_bg_offset
@@def_face_size / 2
end
def get_name_x_offset
12 + NAME_X_OFFSET
end
def get_name_bg_src_rect
image = Cache.picture( NAME_BG_IMAGE )
x = image.width - NAME_BG_WIDTH
w = NAME_BG_WIDTH
return Rect.new( x, 0, w, image.height )
end
def draw_name_bg
return unless USE_NAME_BG_IMAGE
x = get_name_bg_offset
src_rect = get_name_bg_src_rect
bg = Cache.picture( NAME_BG_IMAGE )
contents.blt( x, 0, bg, src_rect )
end
def draw_window_frame
return unless USE_WINDOW_FRAME
frame = Cache.picture( WINDOW_FRAME_NAME )
loc = @@def_frame_location
contents.blt( loc.x, loc.y, frame, frame.rect )
end
def draw_health_orb
return unless USE_STATUS_ORBS
orb = get_status_orb
loc = @@def_orb_location
contents.blt( loc.x, loc.y, orb, orb.rect )
end
def get_status_orb
st_color = hp_color( self.actor )
return Cache.picture( HIGH_HEALTH_ORB_NAME ) if st_color == normal_color
return Cache.picture( WARNING_HEALTH_ORB_NAME ) if st_color == crisis_color
return Cache.picture( LOW_HEALTH_ORB_NAME )
end
def draw_states
icon_size = 24
if USE_NAME_BG_IMAGE
x_offset = get_name_bg_offset + get_name_bg_src_rect.width
y = ( Cache.picture( NAME_BG_IMAGE ).height - icon_size ) / 2
else
x_offset = @@def_face_size + get_name_x_offset + contents.text_size( actor.name ).width + 32
y = 2
end
x_offset += STATUS_ICONS_X_OFFSET
max_icons = ( contents.width - ( x_offset + 16 ) ) / icon_size
states = actor.states.compact
for i in 0...max_icons
state = states[i]
x = x_offset + ( icon_size * i )
unless state.nil?
draw_icon(state.icon_index, x, y)
else
icon = Cache.picture( EMPTY_ICON_IMAGE_NAME )
contents.blt( x, y + 1, icon, icon.rect )
end
end
end
def refresh
contents.clear
draw_window_frame
draw_name_bg
face_y = ( contents.height - @@def_face_size ) / 2
draw_actor_face( self.actor, 0, face_y )
name_x = @@def_face_size + get_name_x_offset
draw_actor_name( self.actor, name_x, NAME_Y_OFFSET )
health_y_offest = NAME_Y_OFFSET + 32 + HEALTH_GAUGE_Y_OFFSET
health_x_offset = name_x + HEALTH_GAUGE_X_OFFSET
gauge_width = 130
draw_actor_hp( self.actor, name_x, health_y_offest, gauge_width )
draw_actor_mp( self.actor, name_x, health_y_offest + WLH, gauge_width )
draw_health_orb
draw_states
end
def update
super
end
end
class Scene_Battle < Scene_Base
alias :pre_bwin_sb_start :start
def start
pre_bwin_sb_start
create_member_window
end
def create_member_window
@member_window = Window_BattleMember.new( 128, 0, $game_actors[1] )
@member_window.visible = false
@member_window.viewport = @info_viewport
end
def swap_status_windows(show_actor)
@member_window.visible = show_actor
@status_window.visible = !show_actor
end
alias :pre_bwin_sb_sacs :start_actor_command_selection
def start_actor_command_selection
swap_status_windows(true)
@member_window.actor = @active_battler
pre_bwin_sb_sacs
end
alias :pre_bwin_sb_spcs :start_party_command_selection
def start_party_command_selection
if $game_temp.in_battle
swap_status_windows(false)
end
pre_bwin_sb_spcs
end
alias :pre_bwin_sb_start_main :start_main
def start_main
swap_status_windows(false)
pre_bwin_sb_start_main
end
alias :pre_bwin_sb_div :dispose_info_viewport
def dispose_info_viewport
@member_window.dispose
pre_bwin_sb_div
end
end
if BattleWindowConfig::USE_OPACITY_FOR_ALL
class Scene_Battle
alias :pre_bwin_opacity_sb_start :start
def start
pre_bwin_opacity_sb_start
@message_window.back_opacity = BattleWindowConfig::WINDOW_OPACITY
end
alias :pre_bwin_opacity_sb_civ :create_info_viewport
def create_info_viewport
pre_bwin_opacity_sb_civ
opacity = BattleWindowConfig::WINDOW_OPACITY
@status_window.back_opacity = opacity
@party_command_window.back_opacity = opacity
@actor_command_window.back_opacity = opacity
end
alias :pre_bwin_opacity_sb_sss :start_skill_selection
def start_skill_selection
pre_bwin_opacity_sb_sss
@skill_window.back_opacity = BattleWindowConfig::WINDOW_OPACITY
@help_window.back_opacity = BattleWindowConfig::WINDOW_OPACITY
end
alias :pre_bwin_opacity_sb_sis :start_item_selection
def start_item_selection
pre_bwin_opacity_sb_sis
@item_window.back_opacity = BattleWindowConfig::WINDOW_OPACITY
@help_window.back_opacity = BattleWindowConfig::WINDOW_OPACITY
end
alias :pre_bwin_opacity_sb_stes :start_target_enemy_selection
def start_target_enemy_selection
pre_bwin_opacity_sb_stes
@target_enemy_window.back_opacity = BattleWindowConfig::WINDOW_OPACITY
end
end
end # if USE_OPACITY_FOR_ALL
if BattleWindowConfig::USE_WINDOWSKIN_FOR_ALL
class Scene_Battle
alias :pre_bwin_windowskin_sb_start :start
def start
pre_bwin_windowskin_sb_start
@message_window.windowskin = Cache.system( BattleWindowConfig::WINDOWSKIN_NAME )
end
alias :pre_bwin_windowskin_sb_civ :create_info_viewport
def create_info_viewport
pre_bwin_windowskin_sb_civ
skin = Cache.system( BattleWindowConfig::WINDOWSKIN_NAME )
@status_window.windowskin = skin
@party_command_window.windowskin = skin
@actor_command_window.windowskin = skin
end
alias :pre_bwin_windowskin_sb_sss :start_skill_selection
def start_skill_selection
pre_bwin_windowskin_sb_sss
skin = Cache.system( BattleWindowConfig::WINDOWSKIN_NAME )
@skill_window.windowskin = skin
@help_window.windowskin = skin
end
alias :pre_bwin_windowskin_sb_sis :start_item_selection
def start_item_selection
pre_bwin_windowskin_sb_sis
skin = Cache.system( BattleWindowConfig::WINDOWSKIN_NAME )
@item_window.windowskin = skin
@help_window.windowskin = skin
end
alias :pre_bwin_windowskin_sb_stes :start_target_enemy_selection
def start_target_enemy_selection
pre_bwin_windowskin_sb_stes
@target_enemy_window.windowskin = Cache.system( BattleWindowConfig::WINDOWSKIN_NAME )
end
end
end
if BattleWindowConfig::USE_TILED_WINDOW
class Scene_Battle
alias :pre_bwin_tiledwin_sb_start :start
def start
pre_bwin_tiledwin_sb_start
@message_window.stretch = false
end
alias :pre_bwin_tiledwin_sb_civ :create_info_viewport
def create_info_viewport
pre_bwin_tiledwin_sb_civ
@status_window.stretch = false
@party_command_window.stretch = false
@actor_command_window.stretch = false
end
alias :pre_bwin_tiledwin_sb_sss :start_skill_selection
def start_skill_selection
pre_bwin_tiledwin_sb_sss
@skill_window.stretch = false
@help_window.stretch = false
end
alias :pre_bwin_tiledwin_sb_sis :start_item_selection
def start_item_selection
pre_bwin_tiledwin_sb_sis
@item_window.stretch = false
@help_window.stretch = false
end
alias :pre_bwin_tiledwin_sb_stes :start_target_enemy_selection
def start_target_enemy_selection
pre_bwin_tiledwin_sb_stes
@target_enemy_window.stretch = false
end
end
end
ESTE SISTEMA USA ESTOS 2 SCRIPTS COLOCALOS ENCIMA DE MAIN EN ESE ORDEN OK.
Saludos
Mr.Gonz- 130
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30
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Extras
Sobre mí::
Re: Ventana de estado en batalla mejorada
Se ve muy bueno, quizas lo use para un futuro proyecto pero de momento no me hace falta ^^ de todas formas +1 por el aporte
Darckaos- 220
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32
280
299
34
Extras
Sobre mí:: Otaku y RPG makero ^^
Re: Ventana de estado en batalla mejorada
Guau muy bueno
+ one!
Edit: Como ago que funcione ya que tengo todo y funciona igual que si no lo ubiera tenido
+ one!
Edit: Como ago que funcione ya que tengo todo y funciona igual que si no lo ubiera tenido
TigreX- 500
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26
1214
1679
105
Extras
Sobre mí::
Re: Ventana de estado en batalla mejorada
TigreX escribió:Guau muy bueno
+ one!
Edit: Como ago que funcione ya que tengo todo y funciona igual que si no lo ubiera tenido
recuerda que las imagenes van el "pictures" y el orden de los script es el que esta dado(recuerda tambien que debe ir encima de main)
y si eso no te funciona o funciono. puede que no sea compatible con otros script en tu proyecto.
Saludos
Mr.Gonz- 130
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30
147
159
27
Extras
Sobre mí::
Re: Ventana de estado en batalla mejorada
si me funciono me faltaba una imagen no me di cuenta :S
TigreX- 500
-
26
1214
1679
105
Extras
Sobre mí::
Re: Ventana de estado en batalla mejorada
* Este Script cumple con [Tienes que estar registrado y conectado para ver este vínculo].
* Este Script Funciona al 100%
* Este Script Funciona al 100%
ClubIce- 220
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27
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361
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Re: Ventana de estado en batalla mejorada
Que bueno que les gusto amigos, gracias y a mi tambien me gusto XD
Saludos :o
Saludos :o
Mr.Gonz- 130
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Sobre mí::
Re: Ventana de estado en batalla mejorada
podria ser lo que busco, tiene compatibilidad con el sistema de batalla lateral?
Healing_wind- 220
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Re: Ventana de estado en batalla mejorada
Hi its me again, lo probe me tira este error:
Sript ´menu de batalla´ line344: NoMethodError ocurred.
undefinied method ´back_opacy={ for nil:NilClass
Sript ´menu de batalla´ line344: NoMethodError ocurred.
undefinied method ´back_opacy={ for nil:NilClass
Healing_wind- 220
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33
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Re: Ventana de estado en batalla mejorada
Tio, ten cuidado con los doble post.
Si quieres decir algo edita tu mensaje, que se de lo que hablo xd.
Si quieres decir algo edita tu mensaje, que se de lo que hablo xd.
garret95- 500
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Extras
Sobre mí:: Pokémon X: 5327-1353-8568 (Avisadme por MP si agregáis)
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RPG maker VX :: Scripts ::
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