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script RPGMK VX ACE - Nueva ventana de status

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script RPGMK VX ACE - Nueva ventana de status Empty script RPGMK VX ACE - Nueva ventana de status

Mensaje por ayaiken Lun 26 Dic 2011, 11:38 pm

de nuevo otro script ... y no sera el ultimo XDD!!

ahora yanfly nos trae este sencillo script que modifica la pantalla de status que esta por defecto en el RPGM VX ACE dandole un aspecto mejor.

screenshot:

[Tienes que estar registrado y conectado para ver esa imagen]

el script cuenta con muchas opciones como la biografia del jugador y poder cambiar la biografia del jugador conforme avaza el juego. todo viene explicado en el script

instrucciones solo copia y pega arriba de main.

creditos: yanfly


Código:
#==============================================================================
#
# ▼ Yanfly Engine Ace - Ace Status Menu v1.01
# -- Last Updated: 2011.12.26
# -- Level: Normal
# -- Requires: n/a
#
#==============================================================================

$imported = {} if $imported.nil?
$imported["YEA-StatusMenu"] = true

#==============================================================================
# ▼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2011.12.26 - Compatibility Update: Rename Actor
# 2011.12.23 - Started Script and Finished.
#
#==============================================================================
# ▼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script changes the status screen completely to something the player can
# interact with more and be able to view actor data with more clarity. The
# player is able to view the general information for an actor (parameters and
# experience), a parameters bar graph, the various hidden extra parameters
# (named properties in the script), and a customizable biography for the actor.
# Also with this script, biographies can be changed at any time using a script
# call to add more of a personal touch to characters.
#
#==============================================================================
# ▼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials/素材 but above ▼ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Script Calls - These commands are used with script calls.
# -----------------------------------------------------------------------------
# $game_actors[x].description = string
# Changes the biography description for actor x to that of the string. Use \n
# to designate linebreaks in the string. If you wish to use text codes, write
# them in the strings as \\n[2] or \\c[3] to make them work properly.
#
#==============================================================================
# ▼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================

module YEA
  module STATUS
   
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Command Window Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # This section adjusts the commands that appear in the command window used
    # for the status screen. Rearrange the commands, add new ones, remove them
    # as you see fit.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    COMMANDS =[ # The order at which the menu items are shown.
    # [    :command,    "Display"],
      [    :general,    "General"],
      [ :parameters, "Parameters"],
      [ :properties, "Properties"],
    # [    :custom1,    "Skills"],
    # [    :custom2,  "Equipment"],
    # [    :custom3,      "Class"],
      [  :biography,  "Biography"],
      [    :rename,    "Rename"],  # Requires YEA - Rename Actor
      [    :retitle,    "Retitle"],  # Requires YEA - Rename Actor
    ] # Do not remove this.
   
    #--------------------------------------------------------------------------
    # - Status Custom Commands -
    # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # For those who use scripts to that may produce unique effects for the
    # status menu, use this hash to manage the custom commands for the Status
    # Command Window. You can disable certain commands or prevent them from
    # appearing by using switches. If you don't wish to bind them to a switch,
    # set the proper switch to 0 for it to have no impact.
    #--------------------------------------------------------------------------
    CUSTOM_STATUS_COMMANDS ={
    # :command => [EnableSwitch, ShowSwitch, Handler Method, Window Draw],
      :custom1 => [          0,          0, :command_name1, :draw_custom1],
      :custom2 => [          0,          0, :command_name2, :draw_custom2],
      :custom3 => [          0,          0, :command_name3, :draw_custom3],
    } # Do not remove this.
   
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - General Window Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # These settings adjust the way the general window visually appears.
    # Not many changes need to be done here other than vocab changes.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    PARAMETERS_VOCAB = "Parameters"        # Title used for Parameters.
    EXPERIENCE_VOCAB = "Experience"        # Title used for Experience.
    NEXT_TOTAL_VOCAB = "Next %s Total EXP"  # Label used for total experience.
   
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Parameters Window Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # These settings adjust the way the parameters window visually appears.
    # Each of the stats have a non-window colour. Adjust them as you see fit.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    PARAM_COLOUR ={
    # ParamID => [:stat,      Colour1,                  Colour2          ],
            2 => [ :atk, Color.new(225, 100, 100), Color.new(240, 150, 150)],
            3 => [ :def, Color.new(250, 150,  30), Color.new(250, 180, 100)],
            4 => [ :mat, Color.new( 70, 140, 200), Color.new(135, 180, 230)],
            5 => [ :mdf, Color.new(135, 130, 190), Color.new(170, 160, 220)],
            6 => [ :agi, Color.new( 60, 180,  80), Color.new(120, 200, 120)],
            7 => [ :luk, Color.new(255, 240, 100), Color.new(255, 250, 200)],
    } # Do not remove this.
   
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Properties Window Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # These settings adjust the way the properties window visually appears.
    # The properties have abbreviations, but leaving them as such makes things
    # confusing (as it's sometimes hard to figure out what the abbreviations
    # mean). Change the way the appear, whether or not they appear, and what
    # order they will appear in.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    PROPERTIES_FONT_SIZE = 16        # Font size used for properties.
   
    # These are the properties that appear in column 1.
    PROPERTIES_COLUMN1 =[
      [:hit, "Hit Rate"],
      [:eva, "Evasion"],
      [:cri, "Critical Hit"],
      [:cev, "Critical Evade"],
      [:mev, "Magic Evasion"],
      [:mrf, "Magic Reflect"],
      [:cnt, "Counter Rate"],
      [:tgr, "Target Rate"],
    ] # Do not remove this.
   
    # These are the properties that appear in column 2.
    PROPERTIES_COLUMN2 =[
      [:hrg, "HP Regen"],
      [:mrg, "MP Regen"],
      [:trg, "TP Regen"],
      [:rec, "Recovery"],
      [:grd, "Guard Rate"],
      [:pha, "Item Boost"],
      [:exr, "EXP Rate"],
      [:tcr, "TP Charge"],
    ] # Do not remove this.
   
    # These are the properties that appear in column 3.
    PROPERTIES_COLUMN3 =[
      [:hcr, "HP Cost Rate"],    # Requires YEA - Skill Cost Manager
      [:mcr, "MP Cost Rate"],
      [:tcr, "TP Cost Rate"],    # Requires YEA - Skill Cost Manager
      [:cdr, "Cooldown Rate"],  # Requires YEA - Skill Restrictions
      [:wur, "Warmup Rate"],    # Requires YEA - Skill Restrictions
      [:pdr, "Physical Damage"],
      [:mdr, "Magical Damage"],
      [:fdr, "Floor Damage"],
    ] # Do not remove this.
   
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Biography Window Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # These settings adjust the way the biography appears including the title
    # used at the top, the font size, and whatnot.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    BIOGRAPHY_NICKNAME_TEXT = "%s the %s"  # How the nickname will appear.
    BIOGRAPHY_NICKNAME_SIZE = 32            # Size of the font used.
   
  end # STATUS
end # YEA

#==============================================================================
# ▼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================

#==============================================================================
# ■ Numeric
#==============================================================================

class Numeric
 
  #--------------------------------------------------------------------------
  # new method: group_digits
  #--------------------------------------------------------------------------
  unless $imported["YEA-CoreEngine"]
  def group; return self.to_s; end
  end # $imported["YEA-CoreEngine"]
   
end # Numeric

#==============================================================================
# ■ Game_Temp
#==============================================================================

class Game_Temp
 
  #--------------------------------------------------------------------------
  # public instance variables
  #--------------------------------------------------------------------------
  attr_accessor :scene_status_index
  attr_accessor :scene_status_oy
 
end # Game_Temp

#==============================================================================
# ■ Game_Actor
#==============================================================================

class Game_Actor < Game_Battler
 
  #--------------------------------------------------------------------------
  # new method: description=
  #--------------------------------------------------------------------------
  def description=(text)
    @description = text
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: description
  #--------------------------------------------------------------------------
  def description
    return @description unless @description.nil?
    return actor.description
  end
 
end # Game_Actor

#==============================================================================
# ■ Window_StatusCommand
#==============================================================================

class Window_StatusCommand < Window_Command
 
  #--------------------------------------------------------------------------
  # public instance variables
  #--------------------------------------------------------------------------
  attr_accessor :item_window
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(dx, dy)
    super(dx, dy)
    @actor = nil
  end
 
  #--------------------------------------------------------------------------
  # window_width
  #--------------------------------------------------------------------------
  def window_width; return 160; end
 
  #--------------------------------------------------------------------------
  # actor=
  #--------------------------------------------------------------------------
  def actor=(actor)
    return if @actor == actor
    @actor = actor
    refresh
  end
 
  #--------------------------------------------------------------------------
  # visible_line_number
  #--------------------------------------------------------------------------
  def visible_line_number; return 4; end
 
  #--------------------------------------------------------------------------
  # ok_enabled?
  #--------------------------------------------------------------------------
  def ok_enabled?
    return handle?(current_symbol)
  end
 
  #--------------------------------------------------------------------------
  # make_command_list
  #--------------------------------------------------------------------------
  def make_command_list
    return unless @actor
    for command in YEA::STATUS::COMMANDS
      case command[0]
      #--- Default ---
      when :general, :parameters, :properties, :biography
        add_command(command[1], command[0])
      #--- Yanfly Engine Ace ---
      when :rename
        next unless $imported["YEA-RenameActor"]
        add_command(command[1], command[0], @actor.rename_allow?)
      when :retitle
        next unless $imported["YEA-RenameActor"]
        add_command(command[1], command[0], @actor.retitle_allow?)
      #--- Custom Commands ---
      else
        process_custom_command(command)
      end
    end
    if !$game_temp.scene_status_index.nil?
      select($game_temp.scene_status_index)
      self.oy = $game_temp.scene_status_oy
    end
    $game_temp.scene_status_index = nil
    $game_temp.scene_status_oy = nil
  end
 
  #--------------------------------------------------------------------------
  # process_ok
  #--------------------------------------------------------------------------
  def process_ok
    $game_temp.scene_status_index = index
    $game_temp.scene_status_oy = self.oy
    super
  end
 
  #--------------------------------------------------------------------------
  # process_custom_command
  #--------------------------------------------------------------------------
  def process_custom_command(command)
    return unless YEA::STATUS::CUSTOM_STATUS_COMMANDS.include?(command[0])
    show = YEA::STATUS::CUSTOM_STATUS_COMMANDS[command[0]][1]
    continue = show <= 0 ? true : $game_switches[show]
    return unless continue
    text = command[1]
    switch = YEA::STATUS::CUSTOM_STATUS_COMMANDS[command[0]][0]
    enabled = switch <= 0 ? true : $game_switches[switch]
    add_command(text, command[0], enabled)
  end
 
  #--------------------------------------------------------------------------
  # update
  #--------------------------------------------------------------------------
  def update
    super
    update_item_window
  end
 
  #--------------------------------------------------------------------------
  # update_item_window
  #--------------------------------------------------------------------------
  def update_item_window
    return if @item_window.nil?
    return if @current_index == current_symbol
    @current_index = current_symbol
    @item_window.refresh
  end
 
  #--------------------------------------------------------------------------
  # item_window=
  #--------------------------------------------------------------------------
  def item_window=(window)
    @item_window = window
    update
  end
 
  #--------------------------------------------------------------------------
  # update_help
  #--------------------------------------------------------------------------
  def update_help
    return if @actor.nil?
    @help_window.set_text(@actor.actor.description)
  end
 
end # Window_StatusCommand

#==============================================================================
# ■ Window_StatusActor
#==============================================================================

class Window_StatusActor < Window_Base
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(dx, dy)
    super(dx, dy, window_width, fitting_height(4))
    @actor = nil
  end
 
  #--------------------------------------------------------------------------
  # window_width
  #--------------------------------------------------------------------------
  def window_width; return Graphics.width - 160; end
 
  #--------------------------------------------------------------------------
  # actor=
  #--------------------------------------------------------------------------
  def actor=(actor)
    return if @actor == actor
    @actor = actor
    refresh
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    contents.clear
    return unless @actor
    draw_actor_face(@actor, 0, 0)
    draw_actor_simple_status(@actor, 108, line_height / 2)
  end
 
end # Window_StatusActor

#==============================================================================
# ■ Window_StatusItem
#==============================================================================

class Window_StatusItem < Window_Base
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(dx, dy, command_window)
    super(dx, dy, Graphics.width, Graphics.height - dy)
    @command_window = command_window
    @actor = nil
    refresh
  end
 
  #--------------------------------------------------------------------------
  # actor=
  #--------------------------------------------------------------------------
  def actor=(actor)
    return if @actor == actor
    @actor = actor
    refresh
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    contents.clear
    reset_font_settings
    return unless @actor
    draw_window_contents
  end
 
  #--------------------------------------------------------------------------
  # draw_window_contents
  #--------------------------------------------------------------------------
  def draw_window_contents
    case @command_window.current_symbol
    when :general
      draw_actor_general
    when :parameters
      draw_parameter_graph
    when :properties
      draw_properties_list
    when :biography, :rename, :retitle
      draw_actor_biography
    else
      draw_custom
    end
  end
 
  #--------------------------------------------------------------------------
  # draw_actor_general
  #--------------------------------------------------------------------------
  def draw_actor_general
    change_color(system_color)
    text = YEA::STATUS::PARAMETERS_VOCAB
    draw_text(0, 0, contents.width/2, line_height, text, 1)
    text = YEA::STATUS::EXPERIENCE_VOCAB
    draw_text(contents.width/2, 0, contents.width/2, line_height, text, 1)
    draw_general_parameters
    draw_general_experience
  end
 
  #--------------------------------------------------------------------------
  # draw_general_parameters
  #--------------------------------------------------------------------------
  def draw_general_parameters
    dx = 24
    dy = line_height / 2
    draw_actor_level(dx, line_height*1+dy, contents.width/2 - 24)
    draw_actor_param(0, dx, line_height*2+dy, contents.width/2 - 24)
    draw_actor_param(1, dx, line_height*3+dy, contents.width/2 - 24)
    draw_actor_param(2, dx, line_height*4+dy, contents.width/4 - 12)
    draw_actor_param(4, dx, line_height*5+dy, contents.width/4 - 12)
    draw_actor_param(6, dx, line_height*6+dy, contents.width/4 - 12)
    dx += contents.width/4 - 12
    draw_actor_param(3, dx, line_height*4+dy, contents.width/4 - 12)
    draw_actor_param(5, dx, line_height*5+dy, contents.width/4 - 12)
    draw_actor_param(7, dx, line_height*6+dy, contents.width/4 - 12)
  end
 
  #--------------------------------------------------------------------------
  # draw_actor_level
  #--------------------------------------------------------------------------
  def draw_actor_level(dx, dy, dw)
    colour = Color.new(0, 0, 0, translucent_alpha/2)
    rect = Rect.new(dx+1, dy+1, dw-2, line_height-2)
    contents.fill_rect(rect, colour)
    change_color(system_color)
    draw_text(dx+4, dy, dw-8, line_height, Vocab::level)
    change_color(normal_color)
    draw_text(dx+4, dy, dw-8, line_height, @actor.level.group, 2)
  end
 
  #--------------------------------------------------------------------------
  # draw_actor_param
  #--------------------------------------------------------------------------
  def draw_actor_param(param_id, dx, dy, dw)
    colour = Color.new(0, 0, 0, translucent_alpha/2)
    rect = Rect.new(dx+1, dy+1, dw-2, line_height-2)
    contents.fill_rect(rect, colour)
    change_color(system_color)
    draw_text(dx+4, dy, dw-8, line_height, Vocab::param(param_id))
    change_color(normal_color)
    draw_text(dx+4, dy, dw-8, line_height, @actor.param(param_id).group, 2)
  end
 
  #--------------------------------------------------------------------------
  # draw_general_experience
  #--------------------------------------------------------------------------
  def draw_general_experience
    if @actor.max_level?
      s1 = @actor.exp.group
      s2 = "-------"
      s3 = "-------"
    else
      s1 = @actor.exp.group
      s2 = (@actor.next_level_exp - @actor.exp).group
      s3 = @actor.next_level_exp.group
    end
    s_next = sprintf(Vocab::ExpNext, Vocab::level)
    total_next_text = sprintf(YEA::STATUS::NEXT_TOTAL_VOCAB, Vocab::level)
    change_color(system_color)
    dx = contents.width/2 + 12
    dy = line_height * 3 / 2
    dw = contents.width/2 - 36
    draw_text(dx, dy + line_height * 0, dw, line_height, Vocab::ExpTotal)
    draw_text(dx, dy + line_height * 2, dw, line_height, s_next)
    draw_text(dx, dy + line_height * 4, dw, line_height, total_next_text)
    change_color(normal_color)
    draw_text(dx, dy + line_height * 1, dw, line_height, s1, 2)
    draw_text(dx, dy + line_height * 3, dw, line_height, s2, 2)
    draw_text(dx, dy + line_height * 5, dw, line_height, s3, 2)
  end
 
  #--------------------------------------------------------------------------
  # draw_parameter_graph
  #--------------------------------------------------------------------------
  def draw_parameter_graph
    draw_parameter_title
    dy = line_height * 3/2
    maximum = 1
    minimum = @actor.param_max(2)
    for i in 2..7
      maximum = [@actor.param(i), maximum].max
      minimum = [@actor.param(i), minimum].min
    end
    maximum += minimum * 0.33 unless maximum == minimum
    for i in 2..7
      rate = calculate_rate(maximum, minimum, i)
      dy = line_height * i - line_height/2
      draw_param_gauge(i, dy, rate)
      change_color(system_color)
      draw_text(28, dy, contents.width - 56, line_height, Vocab::param(i))
      dw = (contents.width - 48) * rate - 8
      change_color(normal_color)
      draw_text(28, dy, dw, line_height, @actor.param(i).group, 2)
    end
  end
 
  #--------------------------------------------------------------------------
  # calculate_rate
  #--------------------------------------------------------------------------
  def calculate_rate(maximum, minimum, param_id)
    return 1.0 if maximum == minimum
    rate = (@actor.param(param_id).to_f - minimum) / (maximum - minimum).to_f
    rate *= 0.67
    rate += 0.33
    return rate
  end
 
  #--------------------------------------------------------------------------
  # draw_param_gauge
  #--------------------------------------------------------------------------
  def draw_param_gauge(param_id, dy, rate)
    dw = contents.width - 48
    colour1 = param_gauge1(param_id)
    colour2 = param_gauge2(param_id)
    draw_gauge(24, dy, dw, rate, colour1, colour2)
  end
 
  #--------------------------------------------------------------------------
  # param_gauge1
  #--------------------------------------------------------------------------
  def param_gauge1(param_id)
    return YEA::STATUS::PARAM_COLOUR[param_id][1]
  end
 
  #--------------------------------------------------------------------------
  # param_gauge2
  #--------------------------------------------------------------------------
  def param_gauge2(param_id)
    return YEA::STATUS::PARAM_COLOUR[param_id][2]
  end
 
  #--------------------------------------------------------------------------
  # draw_parameter_title
  #--------------------------------------------------------------------------
  def draw_parameter_title
    colour = Color.new(0, 0, 0, translucent_alpha/2)
    rect = Rect.new(0, 0, contents.width, contents.height)
    contents.fill_rect(rect, colour)
    change_color(system_color)
    text = YEA::STATUS::PARAMETERS_VOCAB
    draw_text(0, line_height/3, contents.width, line_height, text, 1)
  end
 
  #--------------------------------------------------------------------------
  # draw_properties_list
  #--------------------------------------------------------------------------
  def draw_properties_list
    contents.font.size = YEA::STATUS::PROPERTIES_FONT_SIZE
    draw_properties_column1
    draw_properties_column2
    draw_properties_column3
    reset_font_settings
  end
 
  #--------------------------------------------------------------------------
  # draw_properties_column1
  #--------------------------------------------------------------------------
  def draw_properties_column1
    dx = 24
    dw = (contents.width - 24) / 3 - 24
    dy = 0
    for property in YEA::STATUS::PROPERTIES_COLUMN1
      dy = draw_property(property, dx, dy, dw)
    end
  end
 
  #--------------------------------------------------------------------------
  # draw_properties_column2
  #--------------------------------------------------------------------------
  def draw_properties_column2
    dx = 24 + (contents.width - 24) / 3
    dw = (contents.width - 24) / 3 - 24
    dy = 0
    for property in YEA::STATUS::PROPERTIES_COLUMN2
      dy = draw_property(property, dx, dy, dw)
    end
  end
 
  #--------------------------------------------------------------------------
  # draw_properties_column3
  #--------------------------------------------------------------------------
  def draw_properties_column3
    dx = 24 + (contents.width - 24) / 3 * 2
    dw = (contents.width - 24) / 3 - 24
    dy = 0
    for property in YEA::STATUS::PROPERTIES_COLUMN3
      dy = draw_property(property, dx, dy, dw)
    end
  end
 
  #--------------------------------------------------------------------------
  # draw_property
  #--------------------------------------------------------------------------
  def draw_property(property, dx, dy, dw)
    case property[0]
    #---
    when :hit
      fmt = "%1.2f%%"
      value = sprintf(fmt, @actor.hit * 100)
    when :eva
      fmt = "%1.2f%%"
      value = sprintf(fmt, @actor.eva * 100)
    when :cri
      fmt = "%1.2f%%"
      value = sprintf(fmt, @actor.cri * 100)
    when :cev
      fmt = "%1.2f%%"
      value = sprintf(fmt, @actor.cev * 100)
    when :mev
      fmt = "%1.2f%%"
      value = sprintf(fmt, @actor.mev * 100)
    when :mrf
      fmt = "%1.2f%%"
      value = sprintf(fmt, @actor.mrf * 100)
    when :cnt
      fmt = "%1.2f%%"
      value = sprintf(fmt, @actor.cnt * 100)
    when :hrg
      fmt = "%1.2f%%"
      value = sprintf(fmt, @actor.hrg * 100)
    when :mrg
      fmt = "%1.2f%%"
      value = sprintf(fmt, @actor.mrg * 100)
    when :trg
      fmt = "%1.2f%%"
      value = sprintf(fmt, @actor.trg * 100)
    when :tgr
      fmt = "%1.2f%%"
      value = sprintf(fmt, @actor.tgr * 100)
    when :grd
      fmt = "%1.2f%%"
      value = sprintf(fmt, @actor.grd * 100)
    when :rec
      fmt = "%1.2f%%"
      value = sprintf(fmt, @actor.rec * 100)
    when :pha
      fmt = "%1.2f%%"
      value = sprintf(fmt, @actor.pha * 100)
    when :mcr
      fmt = "%1.2f%%"
      value = sprintf(fmt, @actor.mcr * 100)
    when :tcr
      fmt = "%1.2f%%"
      value = sprintf(fmt, @actor.tcr * 100)
    when :pdr
      fmt = "%1.2f%%"
      value = sprintf(fmt, @actor.pdr * 100)
    when :mdr
      fmt = "%1.2f%%"
      value = sprintf(fmt, @actor.mdr * 100)
    when :fdr
      fmt = "%1.2f%%"
      value = sprintf(fmt, @actor.fdr * 100)
    when :exr
      fmt = "%1.2f%%"
      value = sprintf(fmt, @actor.exr * 100)
    when :hcr
      return dy unless $imported["YEA-SkillCostManager"]
      fmt = "%1.2f%%"
      value = sprintf(fmt, @actor.hcr * 100)
    when :tcr
      return dy unless $imported["YEA-SkillCostManager"]
      fmt = "%1.2f%%"
      value = sprintf(fmt, @actor.tcr * 100)
    when :gcr
      return dy unless $imported["YEA-SkillCostManager"]
      fmt = "%1.2f%%"
      value = sprintf(fmt, @actor.gcr * 100)
    when :cdr
      return dy unless $imported["YEA-SkillRestrictions"]
      fmt = "%1.2f%%"
      value = sprintf(fmt, @actor.cdr * 100)
    when :wur
      return dy unless $imported["YEA-SkillRestrictions"]
      fmt = "%1.2f%%"
      value = sprintf(fmt, @actor.wur * 100)
    #---
    else; return dy
    end
    colour = Color.new(0, 0, 0, translucent_alpha/2)
    rect = Rect.new(dx+1, dy+1, dw-2, line_height-2)
    contents.fill_rect(rect, colour)
    change_color(system_color)
    draw_text(dx+4, dy, dw-8, line_height, property[1], 0)
    change_color(normal_color)
    draw_text(dx+4, dy, dw-8, line_height, value, 2)
    return dy + line_height
  end
 
  #--------------------------------------------------------------------------
  # draw_actor_biography
  #--------------------------------------------------------------------------
  def draw_actor_biography
    fmt = YEA::STATUS::BIOGRAPHY_NICKNAME_TEXT
    text = sprintf(fmt, @actor.name, @actor.nickname)
    contents.font.size = YEA::STATUS::BIOGRAPHY_NICKNAME_SIZE
    draw_text(0, 0, contents.width, line_height*2, text, 1)
    reset_font_settings
    draw_text_ex(24, line_height*2, @actor.description)
  end
 
  #--------------------------------------------------------------------------
  # draw_custom
  #--------------------------------------------------------------------------
  def draw_custom
    current_symbol = @command_window.current_symbol
    return unless YEA::STATUS::CUSTOM_STATUS_COMMANDS.include?(current_symbol)
    method(YEA::STATUS::CUSTOM_STATUS_COMMANDS[current_symbol][3]).call
  end
 
  #--------------------------------------------------------------------------
  # draw_custom1
  #--------------------------------------------------------------------------
  def draw_custom1
    dx = 0; dy = 0
    for skill in @actor.skills
      next if skill.nil?
      next unless @actor.added_skill_types.include?(skill.stype_id)
      draw_item_name(skill, dx, dy)
      dx = dx == contents.width / 2 + 16 ? 0 : contents.width / 2 + 16
      dy += line_height if dx == 0
      return if dy + line_height > contents.height
    end
  end
 
  #--------------------------------------------------------------------------
  # draw_custom2
  #--------------------------------------------------------------------------
  def draw_custom2
    dx = 4; dy = 0; slot_id = 0
    for equip in @actor.equips
      change_color(system_color)
      text = Vocab.etype(@actor.equip_slots[slot_id])
      draw_text(dx, dy, contents.width - dx, line_height, text)
      reset_font_settings
      draw_item_name(equip, dx+92, dy) unless equip.nil?
      slot_id += 1
      dy += line_height
      break if dy + line_height > contents.height
    end
    dw = Graphics.width * 2 / 5 - 24
    dx = contents.width - dw; dy = 0
    param_id = 0
    8.times do
      colour = Color.new(0, 0, 0, translucent_alpha/2)
      rect = Rect.new(dx+1, dy+1, dw - 2, line_height - 2)
      contents.fill_rect(rect, colour)
      size = $imported["YEA-AceEquipEngine"] ? YEA::EQUIP::STATUS_FONT_SIZE : 20
      contents.font.size = size
      change_color(system_color)
      draw_text(dx+4, dy, dw, line_height, Vocab::param(param_id))
      change_color(normal_color)
      dwa = (Graphics.width * 2 / 5 - 2) / 2
      draw_text(dx, dy, dwa, line_height, @actor.param(param_id).group, 2)
      reset_font_settings
      change_color(system_color)
      draw_text(dx + dwa, dy, 22, line_height, "→", 1)
      param_id += 1
      dy += line_height
      break if dy + line_height > contents.height
    end
  end
 
  #--------------------------------------------------------------------------
  # draw_custom3
  #--------------------------------------------------------------------------
  def draw_custom3
    return unless $imported["YEA-ClassSystem"]
    data = []
    for class_id in YEA::CLASS_SYSTEM::CLASS_ORDER
      next if $data_classes[class_id].nil?
      item = $data_classes[class_id]
      next unless @actor.unlocked_classes.include?(item.id) or
        YEA::CLASS_SYSTEM::DEFAULT_UNLOCKS.include?(item.id)
      data.push(item)
    end
    dx = 0; dy = 0; class_index = 0
    for class_id in data
      item = data[class_index]
      reset_font_settings
      if item == @actor.class
        change_color(text_color(YEA::CLASS_SYSTEM::CURRENT_CLASS_COLOUR))
      elsif item == @actor.subclass
        change_color(text_color(YEA::CLASS_SYSTEM::SUBCLASS_COLOUR))
      else
        change_color(normal_color)
      end
      icon = item.icon_index
      draw_icon(icon, dx, dy)
      text = item.name
      draw_text(24, dy, contents.width-24, line_height, text)
      next if YEA::CLASS_SYSTEM::MAINTAIN_LEVELS
      level = @actor.class_level(item.id)
      contents.font.size = YEA::CLASS_SYSTEM::LEVEL_FONT_SIZE
      text = sprintf(YEA::CLASS_SYSTEM::CLASS_LEVEL, level.group)
      dwa = contents.width - (Graphics.width * 2 / 5 - 24) - 28
      draw_text(dx, dy, dwa, line_height, text, 2)
      class_index += 1
      dy += line_height
      break if dy + line_height > contents.height
    end
    dw = Graphics.width * 2 / 5 - 24
    dx = contents.width - dw; dy = 0
    param_id = 0
    8.times do
      colour = Color.new(0, 0, 0, translucent_alpha/2)
      rect = Rect.new(dx+1, dy+1, dw - 2, line_height - 2)
      contents.fill_rect(rect, colour)
      contents.font.size = YEA::CLASS_SYSTEM::PARAM_FONT_SIZE
      change_color(system_color)
      draw_text(dx+4, dy, dw, line_height, Vocab::param(param_id))
      change_color(normal_color)
      dwa = (Graphics.width * 2 / 5 - 2) / 2
      draw_text(dx, dy, dwa, line_height, @actor.param(param_id).group, 2)
      reset_font_settings
      change_color(system_color)
      draw_text(dx + dwa, dy, 22, line_height, "→", 1)
      param_id += 1
      dy += line_height
      break if dy + line_height > contents.height
    end
  end
 
end # Window_StatusItem

#==============================================================================
# ■ Scene_Status
#==============================================================================

class Scene_Status < Scene_MenuBase
 
  #--------------------------------------------------------------------------
  # start
  #--------------------------------------------------------------------------
  def start
    super
    create_help_window
    create_command_window
    create_status_window
    create_item_window
    relocate_windows
  end
 
  #--------------------------------------------------------------------------
  # create_command_window
  #--------------------------------------------------------------------------
  def create_command_window
    wy = @help_window.height
    @command_window = Window_StatusCommand.new(0, wy)
    @command_window.viewport = @viewport
    @command_window.actor = @actor
    @command_window.help_window = @help_window
    @command_window.set_handler(:cancel,  method(:return_scene))
    @command_window.set_handler(:pagedown, method(:next_actor))
    @command_window.set_handler(:pageup,  method(:prev_actor))
    process_custom_status_commands
  end
 
  #--------------------------------------------------------------------------
  # process_custom_status_commands
  #--------------------------------------------------------------------------
  def process_custom_status_commands
    for command in YEA::STATUS::COMMANDS
      next unless YEA::STATUS::CUSTOM_STATUS_COMMANDS.include?(command[0])
      called_method = YEA::STATUS::CUSTOM_STATUS_COMMANDS[command[0]][2]
      @command_window.set_handler(command[0], method(called_method))
    end
  end
 
  #--------------------------------------------------------------------------
  # create_status_window
  #--------------------------------------------------------------------------
  def create_status_window
    wy = @help_window.height
    @status_window = Window_StatusActor.new(@command_window.width, wy)
    @status_window.viewport = @viewport
    @status_window.actor = @actor
  end
 
  #--------------------------------------------------------------------------
  # create_item_window
  #--------------------------------------------------------------------------
  def create_item_window
    dy = @command_window.y + @command_window.height
    @item_window = Window_StatusItem.new(0, dy, @command_window)
    @item_window.viewport = @viewport
    @item_window.actor = @actor
    @command_window.item_window = @item_window
  end
 
  #--------------------------------------------------------------------------
  # relocate_windows
  #--------------------------------------------------------------------------
  def relocate_windows
    return unless $imported["YEA-AceMenuEngine"]
    case Menu.help_window_location
    when 0 # Top
      @help_window.y = 0
      @command_window.y = @help_window.height
      @item_window.y = @command_window.y + @command_window.height
    when 1 # Middle
      @command_window.y = 0
      @help_window.y = @command_window.height
      @item_window.y = @help_window.y + @help_window.height
    else # Bottom
      @command_window.y = 0
      @item_window.y = @command_window.height
      @help_window.y = @item_window.y + @item_window.height
    end
    @status_window.y = @command_window.y
  end
 
  #--------------------------------------------------------------------------
  # on_actor_change
  #--------------------------------------------------------------------------
  def on_actor_change
    @command_window.actor = @actor
    @status_window.actor = @actor
    @item_window.actor = @actor
    @command_window.activate
  end
 
  #--------------------------------------------------------------------------
  # new method: command_name1
  #--------------------------------------------------------------------------
  def command_name1
    SceneManager.call(Scene_Skill)
  end
 
  #--------------------------------------------------------------------------
  # new method: command_name2
  #--------------------------------------------------------------------------
  def command_name2
    SceneManager.call(Scene_Equip)
  end
 
  #--------------------------------------------------------------------------
  # new method: command_name3
  #--------------------------------------------------------------------------
  def command_name3
    unless $imported["YEA-ClassSystem"]
      @command_window.activate
      return
    end
    SceneManager.call(Scene_Class)
  end
 
end # Scene_Status

#==============================================================================
#
# ▼ End of File
#
#==============================================================================
ayaiken
ayaiken
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Sobre mí:: hace tiempo que deje el maker ... pero por obra del destino regrese a el ... ahora como spriter en varios estilos JUS,LSW y RPGMVX

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script RPGMK VX ACE - Nueva ventana de status Empty Re: script RPGMK VX ACE - Nueva ventana de status

Mensaje por Piranha Lun 26 Dic 2011, 11:45 pm

No me funciona, tiene alguna inompatibilidad Shocked

EDIT : problema resuelto :D
Piranha
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Sobre mí:: Soy un exboxeador fracasado :P (aa se crean soi un boxeador principiante en ascenso)y sere campeon mundial :D

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