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¿Quién está en línea?
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El record de usuarios en línea fue de 117 durante el Mar 09 Ago 2011, 3:39 pm
script RPGMK VX ACE - Nueva ventana de status
2 participantes
RPG maker VX :: Scripts ::
Página 1 de 1.
script RPGMK VX ACE - Nueva ventana de status
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
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- 130
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28
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Extras
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
Re: script RPGMK VX ACE - Nueva ventana de status
No me funciona, tiene alguna inompatibilidad
EDIT : problema resuelto :D
EDIT : problema resuelto :D
Piranha- 300
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30
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3374
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Extras
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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RPG maker VX :: Scripts ::
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