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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
[RPG Maker VX Ace] Window_Base rotacado.
3 participantes
RPG maker VX :: Scripts ::
Página 1 de 1.
[RPG Maker VX Ace] Window_Base rotacado.
Pues he ido a probar un Windowskin en el Ace y he visto que había dos opciones que no se podían modificar (y en el VX normal sí): "Opacidad de la Windowskin" y "Nombre externo de la Windowskin".
Asi que aquí os lo dejo retocado:
El retoque en si es una gilipollez , ya que solo he añadido dos lineas de código pero es frustrante no tener esas dos opciones.
Asi que aquí os lo dejo retocado:
- Código:
#==============================================================================
# ■ Window_Base
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
super
#Nuevas Opciones para modificar.
self.back_opacity = 255
self.windowskin = Cache.system("Window")
#De aquí ya no se toca.
update_padding
update_tone
create_contents
@opening = @closing = false
end
#--------------------------------------------------------------------------
# ● 解放
#--------------------------------------------------------------------------
def dispose
contents.dispose unless disposed?
super
end
#--------------------------------------------------------------------------
# ● 行の高さを取得
#--------------------------------------------------------------------------
def line_height
return 24
end
#--------------------------------------------------------------------------
# ● 標準パディングサイズの取得
#--------------------------------------------------------------------------
def standard_padding
return 12
end
#--------------------------------------------------------------------------
# ● パディングの更新
#--------------------------------------------------------------------------
def update_padding
self.padding = standard_padding
end
#--------------------------------------------------------------------------
# ● ウィンドウ内容の幅を計算
#--------------------------------------------------------------------------
def contents_width
width - standard_padding * 2
end
#--------------------------------------------------------------------------
# ● ウィンドウ内容の高さを計算
#--------------------------------------------------------------------------
def contents_height
height - standard_padding * 2
end
#--------------------------------------------------------------------------
# ● 指定行数に適合するウィンドウの高さを計算
#--------------------------------------------------------------------------
def fitting_height(line_number)
line_number * line_height + standard_padding * 2
end
#--------------------------------------------------------------------------
# ● 色調の更新
#--------------------------------------------------------------------------
def update_tone
self.tone.set($game_system.window_tone)
end
#--------------------------------------------------------------------------
# ● ウィンドウ内容の作成
#--------------------------------------------------------------------------
def create_contents
contents.dispose
if contents_width > 0 && contents_height > 0
self.contents = Bitmap.new(contents_width, contents_height)
else
self.contents = Bitmap.new(1, 1)
end
end
#--------------------------------------------------------------------------
# ● フレーム更新
#--------------------------------------------------------------------------
def update
super
update_tone
update_open if @opening
update_close if @closing
end
#--------------------------------------------------------------------------
# ● 開く処理の更新
#--------------------------------------------------------------------------
def update_open
self.openness += 48
@opening = false if open?
end
#--------------------------------------------------------------------------
# ● 閉じる処理の更新
#--------------------------------------------------------------------------
def update_close
self.openness -= 48
@closing = false if close?
end
#--------------------------------------------------------------------------
# ● ウィンドウを開く
#--------------------------------------------------------------------------
def open
@opening = true unless open?
@closing = false
self
end
#--------------------------------------------------------------------------
# ● ウィンドウを閉じる
#--------------------------------------------------------------------------
def close
@closing = true unless close?
@opening = false
self
end
#--------------------------------------------------------------------------
# ● ウィンドウの表示
#--------------------------------------------------------------------------
def show
self.visible = true
self
end
#--------------------------------------------------------------------------
# ● ウィンドウの非表示
#--------------------------------------------------------------------------
def hide
self.visible = false
self
end
#--------------------------------------------------------------------------
# ● ウィンドウのアクティブ化
#--------------------------------------------------------------------------
def activate
self.active = true
self
end
#--------------------------------------------------------------------------
# ● ウィンドウの非アクティブ化
#--------------------------------------------------------------------------
def deactivate
self.active = false
self
end
#--------------------------------------------------------------------------
# ● 文字色取得
# n : 文字色番号(0..31)
#--------------------------------------------------------------------------
def text_color(n)
windowskin.get_pixel(64 + (n % 8) * 8, 96 + (n / 8) * 8)
end
#--------------------------------------------------------------------------
# ● 各種文字色の取得
#--------------------------------------------------------------------------
def normal_color; text_color(0); end; # 通常
def system_color; text_color(16); end; # システム
def crisis_color; text_color(17); end; # ピンチ
def knockout_color; text_color(18); end; # 戦闘不能
def gauge_back_color; text_color(19); end; # ゲージ背景
def hp_gauge_color1; text_color(20); end; # HP ゲージ 1
def hp_gauge_color2; text_color(21); end; # HP ゲージ 2
def mp_gauge_color1; text_color(22); end; # MP ゲージ 1
def mp_gauge_color2; text_color(23); end; # MP ゲージ 2
def mp_cost_color; text_color(23); end; # 消費 TP
def power_up_color; text_color(24); end; # 装備 パワーアップ
def power_down_color; text_color(25); end; # 装備 パワーダウン
def tp_gauge_color1; text_color(28); end; # TP ゲージ 1
def tp_gauge_color2; text_color(29); end; # TP ゲージ 2
def tp_cost_color; text_color(29); end; # 消費 TP
#--------------------------------------------------------------------------
# ● 保留項目の背景色を取得
#--------------------------------------------------------------------------
def pending_color
windowskin.get_pixel(80, 80)
end
#--------------------------------------------------------------------------
# ● 半透明描画用のアルファ値を取得
#--------------------------------------------------------------------------
def translucent_alpha
return 160
end
#--------------------------------------------------------------------------
# ● テキスト描画色の変更
# enabled : 有効フラグ。false のとき半透明で描画
#--------------------------------------------------------------------------
def change_color(color, enabled = true)
contents.font.color.set(color)
contents.font.color.alpha = translucent_alpha unless enabled
end
#--------------------------------------------------------------------------
# ● テキストの描画
# args : Bitmap#draw_text と同じ
#--------------------------------------------------------------------------
def draw_text(*args)
contents.draw_text(*args)
end
#--------------------------------------------------------------------------
# ● テキストサイズの取得
#--------------------------------------------------------------------------
def text_size(str)
contents.text_size(str)
end
#--------------------------------------------------------------------------
# ● 制御文字つきテキストの描画
#--------------------------------------------------------------------------
def draw_text_ex(x, y, text)
reset_font_settings
text = convert_escape_characters(text)
pos = {:x => x, :y => y, :new_x => x, :height => calc_line_height(text)}
process_character(text.slice!(0, 1), text, pos) until text.empty?
end
#--------------------------------------------------------------------------
# ● フォント設定のリセット
#--------------------------------------------------------------------------
def reset_font_settings
change_color(normal_color)
contents.font.size = Font.default_size
contents.font.bold = false
contents.font.italic = false
end
#--------------------------------------------------------------------------
# ● 制御文字の事前変換
# 実際の描画を始める前に、原則として文字列に変わるものだけを置き換える。
# 文字「\」はエスケープ文字(\e)に変換。
#--------------------------------------------------------------------------
def convert_escape_characters(text)
result = text.to_s.clone
result.gsub!(/\\/) { "\e" }
result.gsub!(/\e\e/) { "\\" }
result.gsub!(/\eV\[(\d+)\]/i) { $game_variables[$1.to_i] }
result.gsub!(/\eV\[(\d+)\]/i) { $game_variables[$1.to_i] }
result.gsub!(/\eN\[(\d+)\]/i) { actor_name($1.to_i) }
result.gsub!(/\eP\[(\d+)\]/i) { party_member_name($1.to_i) }
result.gsub!(/\eG/i) { Vocab::currency_unit }
result
end
#--------------------------------------------------------------------------
# ● アクター n 番の名前を取得
#--------------------------------------------------------------------------
def actor_name(n)
actor = n >= 1 ? $game_actors[n] : nil
actor ? actor.name : ""
end
#--------------------------------------------------------------------------
# ● パーティメンバー n 番の名前を取得
#--------------------------------------------------------------------------
def party_member_name(n)
actor = n >= 1 ? $game_party.members[n - 1] : nil
actor ? actor.name : ""
end
#--------------------------------------------------------------------------
# ● 文字の処理
# c : 文字
# text : 描画処理中の文字列バッファ(必要なら破壊的に変更)
# pos : 描画位置 {:x, :y, :new_x, :height}
#--------------------------------------------------------------------------
def process_character(c, text, pos)
case c
when "\n" # 改行
process_new_line(text, pos)
when "\f" # 改ページ
process_new_page(text, pos)
when "\e" # 制御文字
process_escape_character(obtain_escape_code(text), text, pos)
else # 普通の文字
process_normal_character(c, pos)
end
end
#--------------------------------------------------------------------------
# ● 通常文字の処理
#--------------------------------------------------------------------------
def process_normal_character(c, pos)
text_width = text_size(c).width
draw_text(pos[:x], pos[:y], text_width * 2, pos[:height], c)
pos[:x] += text_width
end
#--------------------------------------------------------------------------
# ● 改行文字の処理
#--------------------------------------------------------------------------
def process_new_line(text, pos)
pos[:x] = pos[:new_x]
pos[:y] += pos[:height]
pos[:height] = calc_line_height(text)
end
#--------------------------------------------------------------------------
# ● 改ページ文字の処理
#--------------------------------------------------------------------------
def process_new_page(text, pos)
end
#--------------------------------------------------------------------------
# ● 制御文字の本体を破壊的に取得
#--------------------------------------------------------------------------
def obtain_escape_code(text)
text.slice!(/^[\$\.\|\^!><\{\}\\]|^[A-Z]+/i)
end
#--------------------------------------------------------------------------
# ● 制御文字の引数を破壊的に取得
#--------------------------------------------------------------------------
def obtain_escape_param(text)
text.slice!(/^\[\d+\]/)[/\d+/].to_i rescue 0
end
#--------------------------------------------------------------------------
# ● 制御文字の処理
# code : 制御文字の本体部分(「\C[1]」なら「C」)
#--------------------------------------------------------------------------
def process_escape_character(code, text, pos)
case code.upcase
when 'C'
change_color(text_color(obtain_escape_param(text)))
when 'I'
process_draw_icon(obtain_escape_param(text), pos)
when '{'
make_font_bigger
when '}'
make_font_smaller
end
end
#--------------------------------------------------------------------------
# ● 制御文字によるアイコン描画の処理
#--------------------------------------------------------------------------
def process_draw_icon(icon_index, pos)
draw_icon(icon_index, pos[:x], pos[:y])
pos[:x] += 24
end
#--------------------------------------------------------------------------
# ● フォントを大きくする
#--------------------------------------------------------------------------
def make_font_bigger
contents.font.size += 8 if contents.font.size <= 64
end
#--------------------------------------------------------------------------
# ● フォントを小さくする
#--------------------------------------------------------------------------
def make_font_smaller
contents.font.size -= 8 if contents.font.size >= 16
end
#--------------------------------------------------------------------------
# ● 行の高さを計算
# restore_font_size : 計算後にフォントサイズを元に戻す
#--------------------------------------------------------------------------
def calc_line_height(text, restore_font_size = true)
result = [line_height, contents.font.size].max
last_font_size = contents.font.size
text.slice(/^.*$/).scan(/\e[\{\}]/).each do |esc|
make_font_bigger if esc == "\e{"
make_font_smaller if esc == "\e}"
result = [result, contents.font.size].max
end
contents.font.size = last_font_size if restore_font_size
result
end
#--------------------------------------------------------------------------
# ● ゲージの描画
# rate : 割合(1.0 で満タン)
# color1 : グラデーション 左端
# color2 : グラデーション 右端
#--------------------------------------------------------------------------
def draw_gauge(x, y, width, rate, color1, color2)
fill_w = (width * rate).to_i
gauge_y = y + line_height - 8
contents.fill_rect(x, gauge_y, width, 6, gauge_back_color)
contents.gradient_fill_rect(x, gauge_y, fill_w, 6, color1, color2)
end
#--------------------------------------------------------------------------
# ● アイコンの描画
# enabled : 有効フラグ。false のとき半透明で描画
#--------------------------------------------------------------------------
def draw_icon(icon_index, x, y, enabled = true)
bitmap = Cache.system("Iconset")
rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
contents.blt(x, y, bitmap, rect, enabled ? 255 : translucent_alpha)
end
#--------------------------------------------------------------------------
# ● 顔グラフィックの描画
# enabled : 有効フラグ。false のとき半透明で描画
#--------------------------------------------------------------------------
def draw_face(face_name, face_index, x, y, enabled = true)
bitmap = Cache.face(face_name)
rect = Rect.new(face_index % 4 * 96, face_index / 4 * 96, 96, 96)
contents.blt(x, y, bitmap, rect, enabled ? 255 : translucent_alpha)
bitmap.dispose
end
#--------------------------------------------------------------------------
# ● 歩行グラフィックの描画
#--------------------------------------------------------------------------
def draw_character(character_name, character_index, x, y)
return unless character_name
bitmap = Cache.character(character_name)
sign = character_name[/^[\!\$]./]
if sign && sign.include?('$')
cw = bitmap.width / 3
ch = bitmap.height / 4
else
cw = bitmap.width / 12
ch = bitmap.height / 8
end
n = character_index
src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)
contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
#--------------------------------------------------------------------------
# ● HP の文字色を取得
#--------------------------------------------------------------------------
def hp_color(actor)
return knockout_color if actor.hp == 0
return crisis_color if actor.hp < actor.mhp / 4
return normal_color
end
#--------------------------------------------------------------------------
# ● MP の文字色を取得
#--------------------------------------------------------------------------
def mp_color(actor)
return crisis_color if actor.mp < actor.mmp / 4
return normal_color
end
#--------------------------------------------------------------------------
# ● TP の文字色を取得
#--------------------------------------------------------------------------
def tp_color(actor)
return normal_color
end
#--------------------------------------------------------------------------
# ● アクターの歩行グラフィック描画
#--------------------------------------------------------------------------
def draw_actor_graphic(actor, x, y)
draw_character(actor.character_name, actor.character_index, x, y)
end
#--------------------------------------------------------------------------
# ● アクターの顔グラフィック描画
#--------------------------------------------------------------------------
def draw_actor_face(actor, x, y, enabled = true)
draw_face(actor.face_name, actor.face_index, x, y, enabled)
end
#--------------------------------------------------------------------------
# ● 名前の描画
#--------------------------------------------------------------------------
def draw_actor_name(actor, x, y, width = 112)
change_color(hp_color(actor))
draw_text(x, y, width, line_height, actor.name)
end
#--------------------------------------------------------------------------
# ● 職業の描画
#--------------------------------------------------------------------------
def draw_actor_class(actor, x, y, width = 112)
change_color(normal_color)
draw_text(x, y, width, line_height, actor.class.name)
end
#--------------------------------------------------------------------------
# ● 二つ名の描画
#--------------------------------------------------------------------------
def draw_actor_nickname(actor, x, y, width = 180)
change_color(normal_color)
draw_text(x, y, width, line_height, actor.nickname)
end
#--------------------------------------------------------------------------
# ● レベルの描画
#--------------------------------------------------------------------------
def draw_actor_level(actor, x, y)
change_color(system_color)
draw_text(x, y, 32, line_height, Vocab::level_a)
change_color(normal_color)
draw_text(x + 32, y, 24, line_height, actor.level, 2)
end
#--------------------------------------------------------------------------
# ● ステートおよび強化/弱体のアイコンを描画
#--------------------------------------------------------------------------
def draw_actor_icons(actor, x, y, width = 96)
icons = (actor.state_icons + actor.buff_icons)[0, width / 24]
icons.each_with_index {|n, i| draw_icon(n, x + 24 * i, y) }
end
#--------------------------------------------------------------------------
# ● 現在値/最大値を分数形式で描画
# current : 現在値
# max : 最大値
# color1 : 現在値の色
# color2 : 最大値の色
#--------------------------------------------------------------------------
def draw_current_and_max_values(x, y, width, current, max, color1, color2)
change_color(color1)
xr = x + width
if width < 96
draw_text(xr - 40, y, 42, line_height, current, 2)
else
draw_text(xr - 92, y, 42, line_height, current, 2)
change_color(color2)
draw_text(xr - 52, y, 12, line_height, "/", 2)
draw_text(xr - 42, y, 42, line_height, max, 2)
end
end
#--------------------------------------------------------------------------
# ● HP の描画
#--------------------------------------------------------------------------
def draw_actor_hp(actor, x, y, width = 124)
draw_gauge(x, y, width, actor.hp_rate, hp_gauge_color1, hp_gauge_color2)
change_color(system_color)
draw_text(x, y, 30, line_height, Vocab::hp_a)
draw_current_and_max_values(x, y, width, actor.hp, actor.mhp,
hp_color(actor), normal_color)
end
#--------------------------------------------------------------------------
# ● MP の描画
#--------------------------------------------------------------------------
def draw_actor_mp(actor, x, y, width = 124)
draw_gauge(x, y, width, actor.mp_rate, mp_gauge_color1, mp_gauge_color2)
change_color(system_color)
draw_text(x, y, 30, line_height, Vocab::mp_a)
draw_current_and_max_values(x, y, width, actor.mp, actor.mmp,
mp_color(actor), normal_color)
end
#--------------------------------------------------------------------------
# ● TP の描画
#--------------------------------------------------------------------------
def draw_actor_tp(actor, x, y, width = 124)
draw_gauge(x, y, width, actor.tp_rate, tp_gauge_color1, tp_gauge_color2)
change_color(system_color)
draw_text(x, y, 30, line_height, Vocab::tp_a)
change_color(tp_color(actor))
draw_text(x + width - 42, y, 42, line_height, actor.tp.to_i, 2)
end
#--------------------------------------------------------------------------
# ● シンプルなステータスの描画
#--------------------------------------------------------------------------
def draw_actor_simple_status(actor, x, y)
draw_actor_name(actor, x, y)
draw_actor_level(actor, x, y + line_height * 1)
draw_actor_icons(actor, x, y + line_height * 2)
draw_actor_class(actor, x + 120, y)
draw_actor_hp(actor, x + 120, y + line_height * 1)
draw_actor_mp(actor, x + 120, y + line_height * 2)
end
#--------------------------------------------------------------------------
# ● 能力値の描画
#--------------------------------------------------------------------------
def draw_actor_param(actor, x, y, param_id)
change_color(system_color)
draw_text(x, y, 120, line_height, Vocab::param(param_id))
change_color(normal_color)
draw_text(x + 120, y, 36, line_height, actor.param(param_id), 2)
end
#--------------------------------------------------------------------------
# ● アイテム名の描画
# enabled : 有効フラグ。false のとき半透明で描画
#--------------------------------------------------------------------------
def draw_item_name(item, x, y, enabled = true, width = 172)
return unless item
draw_icon(item.icon_index, x, y, enabled)
change_color(normal_color, enabled)
draw_text(x + 24, y, width, line_height, item.name)
end
#--------------------------------------------------------------------------
# ● 通貨単位つき数値(所持金など)の描画
#--------------------------------------------------------------------------
def draw_currency_value(value, unit, x, y, width)
cx = text_size(unit).width
change_color(normal_color)
draw_text(x, y, width - cx - 2, line_height, value, 2)
change_color(system_color)
draw_text(x, y, width, line_height, unit, 2)
end
#--------------------------------------------------------------------------
# ● 能力値変化の描画色取得
#--------------------------------------------------------------------------
def param_change_color(change)
return power_up_color if change > 0
return power_down_color if change < 0
return normal_color
end
end
El retoque en si es una gilipollez , ya que solo he añadido dos lineas de código pero es frustrante no tener esas dos opciones.
Shirokull- 500
-
26
807
1268
83
Extras
Sobre mí:: Si me conociste tiempo atrás, olvída quien era, fijate en quien está ahora y júzgame apartir de los actos que hoy ejecuto.
Re: [RPG Maker VX Ace] Window_Base rotacado.
eres el dios nuevo del scripting(? [Tienes que estar registrado y conectado para ver esa imagen]
jajaja
aunque no uso el Ace, es una buena ayuda ^^!
jeje
+1
jajaja
aunque no uso el Ace, es una buena ayuda ^^!
jeje
+1
emmuxAdministrador -
32
1303
6711
189
Re: [RPG Maker VX Ace] Window_Base rotacado.
Aunque fuese una tontería de cambio, no veas lo bien que viene tener esas opciones.
Gracias por el script y sigue con el RPG Maker VX Ace que he decidido empezar mis proyectos con él.
+1 para ti.
Gracias por el script y sigue con el RPG Maker VX Ace que he decidido empezar mis proyectos con él.
+1 para ti.
Karuka- 0
-
37
11
11
0
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