Pega todo esto en una nueva pagina arriba de main: # Breath Of Fire Dragon Quarter Menu Version 2 By Squall789 (me) #-----------------------------------------------------------------------------#It is the Menu From Capcoms Breath Of Fire Dragon Quarter by Squall789 (me) #============================================================= ================= #------------------------------------------------------------------------------# - This Menu has been ccreated by me (Squall 789) # - Sorry didnt include "Trap or the use of the Party Exp but was too hard atm. # - I will try with the trap system soon but at the moment im working on the party Exp # - Some features were added that I did not make. # - The Hp/Sp/Xp bars were created by cogwheel and I just changed their size an location. # - The Faces Function was not mine it was snipped from Acedentprone's FF7 Menu (Great menu). # - The Mapname Window was created by Dubealex (Scripting Legend lol) i think. # - If you need the menu Custom edited then mail me with what you want and I'll tell you if I can do it. # - If you want to add more characters to your team then ul have to make face sets for them. # - Actually the Mapname Function might have been created by Maki for the Ring Menu. # - You will have to delete your "Window_Menustatus" class from your script list otherwise this menu will error like hell. # - I havent finished making the Battle Stats Window But Will be Done in a Few days But u can just delete it from the menu. # - If anyone wants this customed especially I may do so depending on when it is and what they want changed. # - Anyways. . . . Let the Scripting Begin lol. #-------------------------Version 2 Edits--------------------------------------# - Now accounts for any number of party members (will have to make smaller boxes for over 4 chracter tho) # - Completely rewrote the show Character section (hell of a lot longer lol) # - Created seperate windows for: Hp, Ap bars, Character Graphic, Character face. # - Animated other Windows "mainly the Location help window" # - Added twice as many comments to the script to help any customization # - - - - - - - - - - - - - - Version 2 Notes - - - - - - - - - - - - - - # - Customization of this is all a bit tricky so just email me and I will try and do it for you # - BEFORE THIS SCRIPT CAN WORKS PROPERLY YOU "MUST DELETE WINDOW_MENU_STATUS" from the class on the left (they conflict) # - Feel free to re-edit any of the script, if you wnant to repost this on any forums plz ask me first. # - If you custom it then Please could you refer to me as the creator of the menu. # - Also could any edits be sent to me so I can check them over (helps improve my
scripting) # - Email me the edited scripts + instruction or just a working demo # - I would love to see what people more advanced at scripting than me or even see what newbiew can DO. class Scene_Menu #-------------------------------------------------------------------------# - Object initialization # menu_index : Cursor initial position of command #-------------------------------------------------------------------------def initialize(menu_index = 0) @menu_index = menu_index end #-------------------------------------------------------------------------# - Main processing #-------------------------------------------------------------------------def main # Drawing up the command window s1 = $data_system.words.item s2 = $data_system.words.skill s3 = $data_system.words.equip s4 = "Party" s5 = "Save" s6 = "Battle Stats" # Sorry The function still hasnt been included (will do real soon) s7 = "Quit" #--------------------------- edit------------------------------# Command menu # Size = Screen height - border sizes # GameStatus menu - Spacing from GameStatus @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6, s7]) # 160 @command_window.x = - 20 - @command_window.width # 180 default @command_window.y = 210 @command_window.z = 630 # 110 at at default @command_window.index = @menu_index @command_window.windowskin = RPG::Cache.windowskin("Dragon skin") # When party number of people 0 is if $game_party.actors.size == 0 # Nullifying the item, skill, equipment and status @command_window.disable_item(0) @command_window.disable_item(1) @command_window.disable_item(2) @command_window.disable_item(3) end # In case of saving prohibition if $game_system.save_disabled # Saving is made invalid @command_window.disable_item(4) end # Drawing up the play time window
@playtime_window = Window_PlayTime.new @playtime_window.x = 890 @playtime_window.y = 394 @playtime_window.z = 640 @playtime_window.opacity = 0 @playtime_window.windowskin = RPG::Cache.windowskin("Dragon skin") # Drawing up the Gold window @gold_window = Window_Gold.new @gold_window.x = 890 @gold_window.y = 264 @gold_window.z = 640 @gold_window.height = 199 @gold_window.opacity = 0 @gold_window.windowskin = RPG::Cache.windowskin("Dragon skin") #drawing up the map_name Window @map = Window_Mapname.new @map.x = 890 @map.y = 180 # 180 deafault @map.z = 640 # decides wether window is on top of others or below @map.height = 50 @map.width = 290 @map.windowskin = RPG::Cache.windowskin("Dragon skin") #Drawing up the Contents for the Party XP Window @party_exp_window = Window_party_exp.new @party_exp_window.x = 890 @party_exp_window.y = 262 @party_exp_window.z = 640 @party_exp_window.opacity = 255 @party_exp_window.height = 214 # must be over 221 to look right! @party_exp_window.windowskin = RPG::Cache.windowskin("Dragon skin") #------------------------------------------------------------------------------#- Help Windows Show Begin - Begin Customization Here #------------------------------------------------------------------------------# - Before editing this section I wud advise you to create a bakup of the script so you can repast it in to correct any errors you make #Drawing up the "location" Text Window 1 @Window_location_text = Window_location_text.new @Window_location_text.x = 890 # 532 default @Window_location_text.y = 152 #152 # must be 28 below map location @Window_location_text.z = 640 @Window_location_text.height = 44 @Window_location_text.windowskin = RPG::Cache.windowskin("Dragon skin") #Drawing up the Data_text Window @Window_data_text = Window_data_text.new
@Window_data_text.x = 900 # 890 a sec @Window_data_text.y = 248 #248 must be 38 above @Window_data_text.z = 640 @Window_data_text.width = 70 @Window_data_text.height = 44 @Window_data_text.windowskin = RPG::Cache.windowskin("Dragon skin") #Drawing up the Command_Text Window @Window_command_text = Window_command_text.new @Window_command_text.x = -120 # 86 default @Window_command_text.y = 182 #182 @Window_command_text.z = 640 @Window_command_text.windowskin = RPG::Cache.windowskin("Dragon skin") #Drawing up the Background Window @Background_window = Background_window.new @Background_window.x = 0 @Background_window.y = 0 @Background_window.z = 0 @Background_window.opacity = 255 @Background_window.windowskin = RPG::Cache.windowskin("BackgroundSkin") #Drawing up the actor Windows !!!Be careful when editing this section!!!! @Window_exp_box = Window_exp_box.new @Window_exp_box.x = - 10 @Window_exp_box.y = - 200 @Window_exp_box.z = 640 @Window_exp_box.opacity = 0 #Drawing up the Exp And Ap bars @Window_party_box = Window_party_box.new @Window_party_box.x = - 10 @Window_party_box.y = - 200 @Window_party_box.z = 650 @Window_party_box.opacity = 0 #------------------------------------------------------------------------------#- Help Windows Show End - End Of Customization #------------------------------------------------------------------------------# Drawing up the status window @status_window = Window_MenuStatus.new @status_window.x = - 10 #160 default @status_window.y = - 200 # - 120 @status_window.z = 600 #@status_window.width = 450 # Transition execution Graphics.transition # Main loop loop do
# Renewing the game picture Graphics.update # Updating the information of input Input.update # フレーム更新 update # When the picture changes, discontinuing the loop if $scene != self break end end # Transition preparation Graphics.freeze # Releasing the window @command_window.dispose @playtime_window.dispose @gold_window.dispose @status_window.dispose @party_exp_window.dispose @map.dispose @Window_command_text.dispose @Window_data_text.dispose @Window_location_text.dispose @Window_exp_box.dispose @Window_party_box.dispose @Background_window.dispose end #-------------------------------------------------------------------------#Defining the delay #-------------------------------------------------------------------------def delay(seconds) for i in 0...(seconds * 1) sleep 0.01 Graphics.update end end #-------------------------------------------------------------------------# - Frame renewal #-------------------------------------------------------------------------def update # Renewing the window @command_window.update @status_window.update @playtime_window.update @gold_window.update @party_exp_window.update @map.update @Window_exp_box.update @Window_party_box.update
#Moving Windows inplace (only when open Menu not when Exit) #Moving Status Window if @status_window.y < 0 # 60 before ok @status_window.y += 16 # 16 end #Moving the Window_exp_box if @Window_exp_box.y < 0 # 50 @Window_exp_box.y +=16 end #Moving the Ap, Hp bars if @Window_party_box.y < 0 # 50 @Window_party_box.y +=16 end #Moving command Window if @command_window.x < - 9 @command_window.x += 34 #= 60 end #Moving Party Exp Window if @party_exp_window.x > 460 @party_exp_window.x -= 20 end #Moving Gold Window if @gold_window.x > 460 @gold_window.x -= 20 end #Moving Playtime Window if @playtime_window.x > 460 @playtime_window.x -= 20 end #Moving the "location" window if @Window_location_text.x > 534 @Window_location_text.x -= 20 end #Moving Map Window if @map.x > 349 @map.x -= 20 end #Moving the Data_Help Window if @Window_data_text.x > 540 # 560 @Window_data_text.x -= 20 end #Moving the Command Help Window if @Window_command_text.x < - 14 @Window_command_text.x += 208 end # When the command window is active,: Update_command is called if @command_window.active update_command return
end # When the status window is active,: Update_status is called if @status_window.active update_status return end end #-------------------------------------------------------------------------# - When frame renewal (the command window is active) #-------------------------------------------------------------------------def update_command # The B when button is pushed if Input.trigger?(Input::B) # Performing cancellation SE $game_system.se_play($data_system.cancel_se) # Change to map picture $scene = Scene_Map.new return end # When C button is pushed if Input.trigger?(Input::C) # When party number of people with 0,its command other than saving and game end if $game_party.actors.size == 0 and @command_window.index < 4 # Performing buzzer SE $game_system.se_play($data_system.buzzer_se) return end # It diverges at cursor position of the command window case @command_window.index when 0 # Item # Performing decision SE $game_system.se_play($data_system.decision_se) # Change to item picture $scene = Scene_Item.new when 1 # Skill # Performing decision SE $game_system.se_play($data_system.decision_se) # The status window is made active @command_window.active = false @status_window.active = true @status_window.index = 0 when 2 # Equipment # Performing decision SE $game_system.se_play($data_system.decision_se) # The status window is made active @command_window.active = false @status_window.active = true @status_window.index = 0 when 3 # Status # Performing decision SE
$game_system.se_play($data_system.decision_se) # The status window is made active @command_window.active = false @status_window.active = true @status_window.index = 0 when 4 # Saving # In case of saving prohibition if $game_system.save_disabled # Performing buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Performing decision SE $game_system.se_play($data_system.decision_se) # Change to saving picture $scene = Scene_Save.new when 5 # Battle Stats # Performing decision SE $game_system.se_play($data_system.decision_se) # Change to Battle Stats Info screen # Havent actually gotten round to adding this particular option yet!!!!!! when 6 # Game end # Performing decision SE $game_system.se_play($data_system.decision_se) # Change to game end picture $scene = Scene_End.new end return end end #-------------------------------------------------------------------------# - When frame renewal (the status window is active) #-------------------------------------------------------------------------def update_status # The B when button is pushed if Input.trigger?(Input::B) # Performing cancellation SE $game_system.se_play($data_system.cancel_se) # The command window is made active @command_window.active = true @status_window.active = false @status_window.index = -1 return end # When C button is pushed if Input.trigger?(Input::C) # It diverges at cursor position of the command window case @command_window.index when 1 # Skill # When conduct restriction of this actor is 2 or more
if $game_party.actors[@status_window.index].restriction >= 2 # Performing buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Performing decision SE $game_system.se_play($data_system.decision_se) # Change to skill picture $scene = Scene_Skill.new(@status_window.index) when 2 # Equipment # Performing decision SE $game_system.se_play($data_system.decision_se) # Change to equipment picture $scene = Scene_Equip.new(@status_window.index) when 3 # Status # Performing decision SE $game_system.se_play($data_system.decision_se) # Change to status picture $scene = Scene_Status.new(@status_window.index) end return end end end #------------------------------------------------------------------------------# - This is the Class that Handles the Creation of character Faces #Create a new folder in the Characters folder, and call it Faces #Adding faces: add a 80x80 picture with the same name as the characterset it #corrosponds with in the Faces folder #- ie: Arshes is 001-Fighter01 ect. #If you do not want Faces, go to line 102 #and change delete the # of draw_actor_graphic #and put a # infront of draw_actor_face class Window_Base < Window def draw_actor_face(actor, x, y) face = RPG::Cache.character("Faces/" + actor.character_name, actor.character_hue) fw = face.width fh = face.height src_rect = Rect.new(0, 0, fw, fh) #0, 0 self.contents.blt(x - fw / 133, y - fh, face, src_rect) # 23 end end def draw_actor_battler_graphic(actor, x, y) bitmap = RPG::Cache.battler(actor.battler_name, actor.battler_hue) cw = bitmap.width
ch = bitmap.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)# 2 end #------------------------------------------------------------------------------# - This is the class that creates and calculates the Total party Exp #------------------------------------------------------------------------------class Window_party_exp < Window_Base # Begins #-------------------------------------------------------------------------# - Object initialization #-------------------------------------------------------------------------def initialize super(0, 0, 160, 200) #0, 0, 160, 200 self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize refresh end #-------------------------------------------------------------------------# - Refreshment #-------------------------------------------------------------------------def refresh self.contents.clear self.contents.font.color = black_color self.contents.draw_text(- 36, 56, 120, 32, "Party XP", 2) # 62 self.contents.font.color = black_color $game_variables[12] = $game_actors[1].exp + $game_actors[2].exp + $game_actors[3].exp self.contents.draw_text(8, 98, 120, 32,$game_variables[12].to_s, 2) end end # End of Window_party_exp #======================================== #■ Game_Map #-------------------------------------------------------------------------------# Setting functions for the Map # needed to create Location bar in menu #======================================== class Game_Map def name $map_infos[@map_id] end end
#======================================== #■ Window_Title #-------------------------------------------------------------------------------# Setting functions for the Title #======================================== class Scene_Title $map_infos = load_data("Data/MapInfos.rxdata") for key in $map_infos.keys $map_infos[key] = $map_infos[key].name end end #============================================================= ================= # ■ Window_Mapname #-----------------------------------------------------------------------------# Draws the Map name #============================================================= ================= class Window_Mapname < Window_Base #-------------------------------------------------------------------------# Set up #-------------------------------------------------------------------------def initialize super(0, 0, 280, 50) # 360, 60 self.contents = Bitmap.new(width - 52, height - 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize refresh end #-------------------------------------------------------------------------# Draws info on screen #-------------------------------------------------------------------------def refresh self.contents.clear # Map Name #map = $game_map.name self.contents.font.color = black_color self.contents.draw_text(0, - 8, 210, 32, $game_map.name) #120, 0, 170, 32 end end #-------------------------------------------------------------------------# This creates the description windows delete if unwanted # - ▼ - Window "Location" text Begins #-------------------------------------------------------------------------# Makes the Extra Window holding the text "location"
class Window_location_text < Window_Base def initialize super(0, 0, 89, 42) #92 & 42 self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize self.contents.font.color = black_color self.contents.font.size = 16 self.contents.draw_text(0, - 11, 160, 32, "Location") end end #-------------------------------------------------------------------------# # - ▼ - Window_data_text Begins #-------------------------------------------------------------------------# Makes the Extra Window holding the text "Data" class Window_data_text < Window_Base def initialize super(0, 0, 62, 42) # 360, 60 self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize self.contents.font.color = black_color self.contents.font.size = 16 self.contents.draw_text(0, - 11, 160, 32, "Data") end end #-------------------------------------------------------------------------# # - ▼ - Window_command_text Begins #-------------------------------------------------------------------------# Makes the Extra Window holding the text "Command" class Window_command_text < Window_Base def initialize super(0, 0, 98, 42) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize self.contents.font.color = black_color self.contents.font.size = 16 self.contents.draw_text(0, - 11, 160, 32, "Command") end end #------------------------------------------------------------------------------# - ▲- Window_help_text Ends !.!All the Help Text Windows End Here!.! #-------------------------------------------------------------------------------
#------------------------------------------------------------------------------# - This creates the Party Exp boxes - IMPORTANT DONT DELETE! #------------------------------------------------------------------------------class Window_party_box < Window_Base def initialize super (0, 0, 880, 880) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize self.contents.font.color = black_color self.contents.font.size = 16 @item_max = $game_party.actors.size for i in 0...$game_party.actors.size x=0 x = i * 160 actor = $game_party.actors[i] draw_actor_hp(actor, x + 8, y + 6) draw_actor_sp(actor, x + 18, y + 36) # draw_actor_name(actor, x + 20, - 14) end end end #------------------------------------------------------------------------------# - Refreshing the window - IMPORTANT DONT DELETE! #------------------------------------------------------------------------------def refresh self.contents.clear @item_max = $game_party.actors.size for i in 0...$game_party.actors.size x=0 x = i * 160 actor = $game_party.actors[i] draw_actor_hp(actor, x + 8, y + 6) draw_actor_sp(actor, x + 18, y + 36) self.contents.font.size = 18 end end #------------------------------------------------------------------------------# - This creates the actor Graphic !IMPORTANT DONT DELETE! #------------------------------------------------------------------------------class Window_exp_box < Window_Base def initialize super (0, 0, 880, 680) self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface self.contents.font.size = $fontsize self.contents.font.color = black_color self.contents.font.size = 16 @item_max = $game_party.actors.size for i in 0...$game_party.actors.size x = 10 x = i * 160 actor = $game_party.actors[i] draw_actor_graphic(actor, x + 12, y + 56) end end end #------------------------------------------------------------------------------# - Refreshing the window !IMPORTANT DONT DELETE! #------------------------------------------------------------------------------def refresh self.contents.clear @item_max = $game_party.actors.size for i in 0...$game_party.actors.size x = 10 x = i * 160 actor = $game_party.actors[i] draw_actor_graphic(actor, x + 12, y + 56) end end #------------------------------------------------------------------------------# - Background_Window - This creates the background window #------------------------------------------------------------------------------#This creates the Background Window (You can chose your own Windowskin for this) class Background_window < Window_Base def initialize super(0, 0, 640, 680) #@windowname.windowskin = RPG::Cache.windowskin(@"001-Blue01") self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.color = system_color self.contents.font.size = 16 end end # HP/SP/EXP bars Ver 1.00 # by Cogwheel. # Custom edited by Squall789 # http by p://members.jcom.home.ne.jp/cogwheel/
#============================================================= ================= # チ¡ Game_Actor (most of this stuff is hard to change but I will try) #-----------------------------------------------------------------------------# Although most of the comments are in JP it is still not that difficult # I have labled the stuff that you may want to customize. #============================================================= =================
#============================================================= ================= # チ¡ Window_Base #-----------------------------------------------------------------------------# I think this adds a new function to the Window_Base Class #============================================================= ================= class Game_Actor < Game_Battler def now_exp return @exp - @exp_list[@level] end def next_exp return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0 end end class Window_Base < Window #-------------------------------------------------------------------------# HP bar Setup #-------------------------------------------------------------------------# ƒIƒŠƒWƒiƒ‹‚ÌHP•`‰æ‚ð draw_actor_hp_original ‚Æ–¼‘O•Ï ヘ X alias :draw_actor_hp_original :draw_actor_hp def draw_actor_hp(actor, x, y, width = 145) # •Ï ミ”rate‚É Œ»ヘ Ý‚ÌHP/MHP‚ð‘ã“ü if actor.maxhp != 0 rate = actor.hp.to_f / actor.maxhp else rate = 0 end # plus_x:X ヘ À•W‚̈ʒu•â ミ ³ rate_x:X ヘ À•W‚̈ʒu•â ミ ³(%) plus_y:Y ヘ À•W‚̈ʒu•â ミ³ # plus_width:•ン‚Ì•â ミ ³ rate_width:•ン‚Ì•â ミ ³(%) height:マ c•ン # align1:•`‰æƒ^ƒCƒv1 0:ヘ¶‹l‚ß 1:’†‰›‘µ‚¦ 2:‰E‹l‚ß # align2:•`‰æƒ^ƒCƒv2 0:マ ã‹l‚ß 1:’†‰›‘µ‚¦ 2:‰º‹l‚ß # align3:ƒQ チ[ƒWƒ^ƒCƒv 0:ヘ¶‹l‚ß 1:‰E‹l‚ß plus_x = 32
rate_x = 0 plus_y = 30 # 25 default, change to make look better plus_width = 0 # never changed this but i dont think you really need to rate_width = 65 #change to make bar longer or shorter height = 8 # 7 was default, change to make bar thiner or thicker align1 = 0 align2 = 1 align3 = 0 # ƒOƒ‰ƒf チ[ƒVƒ‡ƒ“ミ Ý’è grade1:‹óƒQ チ[ƒW grade2:ŽÀƒQ[ƒW # (0:‰¡‚ɃOƒ‰ƒf[ƒVƒ‡ƒ“ 1:èc‚ɃOƒ‰ƒf[ƒVƒ‡ƒ“ 2:ŽÎ‚߂ɃOƒ‰ƒf[ƒVƒ‡ƒ“(Œƒèd)j grade1 = 1 # grade 1 default grade2 = 0 # FÝ’èBcolor1:ŠO˜gCcolor2:’†˜g # color3:‹óƒQ[ƒWƒ_[ƒNƒJƒ‰[Ccolor4:‹óƒQ[ƒWƒ‰ƒCƒgƒJƒ‰[ # color5:ŽÀƒQ[ƒWƒ_[ƒNƒJƒ‰[Ccolor6:ŽÀƒQ[ƒWƒ‰ƒCƒgƒJƒ‰[ color1 = Color.new(0, 0, 0, 192) color2 = Color.new(255, 255, 192, 192) color3 = Color.new(0, 0, 0, 192) color4 = Color.new(64, 0, 0, 192) color5 = Color.new(80 - 24 * rate, 80 * rate, 14 * rate, 192) color6 = Color.new(240 - 72 * rate, 240 * rate, 62 * rate, 192) # •Ï ミ”sp‚É•`‰æ‚·‚éƒQ チ[ƒW‚Ì•ン‚ð‘ã“ü if actor.maxhp != 0 hp = (width + plus_width) * actor.hp * rate_width / 100 / actor.maxhp else hp = 0 end # ƒQ チ[ƒW‚Ì•`‰æ gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y, width, plus_width + width * rate_width / 100, height, hp, align1, align2, align3, color1, color2, color3, color4, color5, color6, grade1, grade2) # ƒIƒŠƒWƒiƒ‹‚ÌHP•`‰æ マˆ—ン‚ðŒƒ‚Ñ マ o‚µ draw_actor_hp_original(actor, x, y, width) end #-------------------------------------------------------------------------# SP Bar Setup #-------------------------------------------------------------------------# ƒIƒŠƒWƒiƒ‹‚ÌSP•`‰æ‚ð draw_actor_sp_original ‚Æ–¼‘O•Ï ヘ X alias :draw_actor_sp_original :draw_actor_sp def draw_actor_sp(actor, x, y, width = 144) # •Ï ミ”rate‚É Œ»ヘ Ý‚ÌSP/MSP‚ð‘ã“ü if actor.maxsp != 0 rate = actor.sp.to_f / actor.maxsp else rate = 1 end # plus_x:X ヘ À•W‚̈ʒu•â ミ ³ rate_x:X ヘ À•W‚̈ʒu•â ミ ³(%) plus_y:Y ヘ À•W‚̈ʒu•â
ミ³ # plus_width:•ン‚Ì•â ミ ³ rate_width:•ン‚Ì•â ミ ³(%) height:マ c•ン # align1:•`‰æƒ^ƒCƒv1 0:ヘ¶‹l‚ß 1:’†‰›‘µ‚¦ 2:‰E‹l‚ß # align2:•`‰æƒ^ƒCƒv2 0:マ ã‹l‚ß 1:’†‰›‘µ‚¦ 2:‰º‹l‚ß # align3:ƒQ チ[ƒWƒ^ƒCƒv 0:ヘ¶‹l‚ß 1:‰E‹l‚ß plus_x = 32 rate_x = 0 plus_y = 30 plus_width = 0 # change to needs rate_width = 65 # change to your preferences height = 8 # bigger number make bar thicker align1 = 0 align2 = 1 align3 = 0 # ƒOƒ‰ƒf チ[ƒVƒ‡ƒ“ミ Ý’è grade1:‹óƒQ[ƒW grade2:ŽÀƒQ[ƒW # (0:‰¡‚ɃOƒ‰ƒf[ƒVƒ‡ƒ“ 1:èc‚ɃOƒ‰ƒf[ƒVƒ‡ƒ“ 2:ŽÎ‚߂ɃOƒ‰ƒf[ƒVƒ‡ƒ“(Œƒèd)j grade1 = 1 grade2 = 0 # FÝ’èBcolor1:ŠO˜gCcolor2:’†˜g # color3:‹óƒQ[ƒWƒ_[ƒNƒJƒ‰[Ccolor4:‹óƒQ[ƒWƒ‰ƒCƒgƒJƒ‰[ # color5:ŽÀƒQ[ƒWƒ_[ƒNƒJƒ‰[Ccolor6:ŽÀƒQ[ƒWƒ‰ƒCƒgƒJƒ‰[ color1 = Color.new(0, 0, 0, 192) color2 = Color.new(255, 255, 192, 192) color3 = Color.new(0, 0, 0, 192) color4 = Color.new(0, 64, 0, 192) color5 = Color.new(14 * rate, 80 - 24 * rate, 80 * rate, 192) color6 = Color.new(62 * rate, 240 - 72 * rate, 240 * rate, 192) # •Ï ミ”sp‚É•`‰æ‚·‚éƒQ チ[ƒW‚Ì•ン‚ð‘ã“ü if actor.maxsp != 0 sp = (width + plus_width) * actor.sp * rate_width / 100 / actor.maxsp else sp = (width + plus_width) * rate_width / 100 end # ƒQ チ[ƒW‚Ì•`‰æ gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y, width, plus_width + width * rate_width / 100, height, sp, align1, align2, align3, color1, color2, color3, color4, color5, color6, grade1, grade2) # ƒIƒŠƒWƒiƒ‹‚ÌSP•`‰æ マˆ—ン‚ðŒƒ‚Ñ マ o‚µ draw_actor_sp_original(actor, x, y, width) end #-------------------------------------------------------------------------# EXP Bar setup (I didnt actually use this but I thought others might want to #-------------------------------------------------------------------------# ƒIƒŠƒWƒiƒ‹‚ÌEXP•`‰æ‚ð draw_actor_sp_original ‚Æ–¼‘O•Ï ヘ X alias :draw_actor_exp_original :draw_actor_exp def draw_actor_exp(actor, x, y, width = 204) # •Ï ミ”rate‚É Œ»ヘ Ý‚Ìexp/nextexp‚ð‘ã“ü
if actor.next_exp != 0 rate = actor.now_exp.to_f / actor.next_exp else rate = 1 end # plus_x:X ヘ À•W‚̈ʒu•â ミ ³ rate_x:X ヘ À•W‚̈ʒu•â ミ ³(%) plus_y:Y ヘ À•W‚̈ʒu•â ミ³ # plus_width:•ン‚Ì•â ミ ³ rate_width:•ン‚Ì•â ミ ³(%) height:マ c•ン # align1:•`‰æƒ^ƒCƒv1 0:ヘ¶‹l‚ß 1:’†‰›‘µ‚¦ 2:‰E‹l‚ß # align2:•`‰æƒ^ƒCƒv2 0:マ ã‹l‚ß 1:’†‰›‘µ‚¦ 2:‰º‹l‚ß # align3:ƒQ チ[ƒWƒ^ƒCƒv 0:ヘ¶‹l‚ß 1:‰E‹l‚ß plus_x = 0 rate_x = 0 plus_y = 25 plus_width = 0 # edit to suite your needs rate_width = 50 # edit to suite your needs height = 7 #larger numbers make the box bigger align1 = 0 align2 = 1 align3 = 0 # ƒOƒ‰ƒf[ƒVƒ‡ƒ“Ý’è grade1:‹óƒQ[ƒW grade2:ŽÀƒQ[ƒW # (0:‰¡‚ɃOƒ‰ƒf[ƒVƒ‡ƒ“ 1:èc‚ɃOƒ‰ƒf[ƒVƒ‡ƒ“ 2:ŽÎ‚߂ɃOƒ‰ƒf[ƒVƒ‡ƒ“(Œƒèd)j grade1 = 1 grade2 = 0 # FÝ’èBcolor1:ŠO˜gCcolor2:’†˜g # color3:‹óƒQ[ƒWƒ_[ƒNƒJƒ‰[Ccolor4:‹óƒQ[ƒWƒ‰ƒCƒgƒJƒ‰[ # color5:ŽÀƒQ[ƒWƒ_[ƒNƒJƒ‰[Ccolor6:ŽÀƒQ[ƒWƒ‰ƒCƒgƒJƒ‰[ color1 = Color.new(0, 0, 0, 192) color2 = Color.new(255, 255, 192, 192) color3 = Color.new(0, 0, 0, 192) color4 = Color.new(64, 0, 0, 192) color5 = Color.new(80 * rate, 80 - 80 * rate ** 2, 80 - 80 * rate, 192) color6 = Color.new(240 * rate, 240 - 240 * rate ** 2, 240 - 240 * rate, 192) # •Ï ミ”exp‚É•`‰æ‚·‚éƒQ チ[ƒW‚Ì•ン‚ð‘ã“ü if actor.next_exp != 0 exp = (width + plus_width) * actor.now_exp * rate_width / 100 / actor.next_exp else exp = (width + plus_width) * rate_width / 100 end # ƒQ チ[ƒW‚Ì•`‰æ gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y, width, plus_width + width * rate_width / 100, height, exp, align1, align2, align3, color1, color2, color3, color4, color5, color6, grade1, grade2) # ƒIƒŠƒWƒiƒ‹‚ÌEXP•`‰æ マˆ—ン‚ðŒƒ‚Ñ マ o‚µ draw_actor_exp_original(actor, x, y) end
#-------------------------------------------------------------------------# チ œ ƒQ チ[ƒW‚Ì•`‰æ #-------------------------------------------------------------------------def gauge_rect(x, y, rect_width, width, height, gauge, align1, align2, align3, color1, color2, color3, color4, color5, color6, grade1, grade2) case align1 when 1 x += (rect_width - width) / 2 when 2 x += rect_width - width end case align2 when 1 y -= height / 2 when 2 y -= height end # ˜g•`‰æ self.contents.fill_rect(x, y, width, height, color1) self.contents.fill_rect(x + 1, y + 1, width - 2, height - 2, color2) if align3 == 0 if grade1 == 2 grade1 = 3 end if grade2 == 2 grade2 = 3 end end if (align3 == 1 and grade1 == 0) or grade1 > 0 color = color3 color3 = color4 color4 = color end if (align3 == 1 and grade2 == 0) or grade2 > 0 color = color5 color5 = color6 color6 = color end # ‹óƒQ チ[ƒW‚Ì•`‰æ self.contents.gradation_rect(x + 2, y + 2, width - 5, height - 5, color3, color4, grade1) if align3 == 1 x += width - gauge end # ŽÀƒQ[ƒW‚Ì•`‰æ self.contents.gradation_rect(x + 2, y + 2, gauge - 4, height - 4, color5, color6, grade2) end end
#-----------------------------------------------------------------------------# @BitmapƒNƒ‰ƒX‚ÉV‚½‚»‹@”\‚ð’ljÁ‚µ‚‹‚·B #============================================================= ================= class Bitmap #-------------------------------------------------------------------------# œ ‹éŒ`‚ðƒOƒ‰ƒf[ƒVƒ‡ƒ“•\Ž¦ # color1 : ƒXƒ^[ƒgƒJƒ‰[ # color2 : ƒGƒ“ƒhƒJƒ‰[ # align : 0:‰¡‚ɃOƒ‰ƒf[ƒVƒ‡ƒ“ # 1:èc‚ɃOƒ‰ƒf[ƒVƒ‡ƒ“ # 2:ŽÎ‚߂ɃOƒ‰ƒf[ƒVƒ‡ƒ“iŒƒèd‚ɂ‚«’ˆÓj #-------------------------------------------------------------------------def gradation_rect(x, y, width, height, color1, color2, align = 0) if align == 0 for i in x...x + width red = color1.red + (color2.red - color1.red) * (i - x) / (width - 1) green = color1.green + (color2.green - color1.green) * (i - x) / (width - 1) blue = color1.blue + (color2.blue - color1.blue) * (i - x) / (width - 1) alpha = color1.alpha + (color2.alpha - color1.alpha) * (i - x) / (width - 1) color = Color.new(red, green, blue, alpha) fill_rect(i, y, 1, height, color) end elsif align == 1 for i in y...y + height red = color1.red + (color2.red - color1.red) * (i - y) / (height - 1) green = color1.green + (color2.green - color1.green) * (i - y) / (height - 1) blue = color1.blue + (color2.blue - color1.blue) * (i - y) / (height - 1) alpha = color1.alpha + (color2.alpha - color1.alpha) * (i - y) / (height - 1) color = Color.new(red, green, blue, alpha) fill_rect(x, i, width, 1, color) end elsif align == 2 for i in x...x + width for j in y...y + height red = color1.red + (color2.red - color1.red) * ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 green = color1.green + (color2.green - color1.green) * ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 blue = color1.blue + (color2.blue - color1.blue) * ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 alpha = color1.alpha + (color2.alpha - color1.alpha) *
((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 color = Color.new(red, green, blue, alpha) set_pixel(i, j, color) end end elsif align == 3 for i in x...x + width for j in y...y + height red = color1.red + (color2.red - color1.red) * ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 green = color1.green + (color2.green - color1.green) * ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 blue = color1.blue + (color2.blue - color1.blue) * ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 alpha = color1.alpha + (color2.alpha - color1.alpha) * ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2 color = Color.new(red, green, blue, alpha) set_pixel(i, j, color) end end end end end #============================================================= ================= # チ¡ Spriteƒ‚ƒWƒ…チ[ƒ‹ im not really sure on this as the description wasn't english #-----------------------------------------------------------------------------# I think it the setup for the different colors for different stats (js a guess) #============================================================= ================= module RPG class Sprite < ::Sprite def damage(value, critical) dispose_damage if value.is_a?(Numeric) damage_string = value.abs.to_s else damage_string = value.to_s end bitmap = Bitmap.new(160, 48) bitmap.font.name = "Arial Black" bitmap.font.size = 32 bitmap.font.color.set(0, 0, 0) bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1) bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1) bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1) bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1) if value.is_a?(Numeric) and value < 0
bitmap.font.color.set(176, 255, 144) else bitmap.font.color.set(255, 255, 255) end bitmap.draw_text(0, 12, 160, 36, damage_string, 1) if critical bitmap.font.size = 20 bitmap.font.color.set(0, 0, 0) bitmap.draw_text(-1, -1, 160, 20, "CRITICAL", 1) bitmap.draw_text(+1, -1, 160, 20, "CRITICAL", 1) bitmap.draw_text(-1, +1, 160, 20, "CRITICAL", 1) bitmap.draw_text(+1, +1, 160, 20, "CRITICAL", 1) bitmap.font.color.set(255, 255, 255) bitmap.draw_text(0, 0, 160, 20, "CRITICAL", 1) end @_damage_sprite = ::Sprite.new @_damage_sprite.bitmap = bitmap @_damage_sprite.ox = 80 + self.viewport.ox @_damage_sprite.oy = 20 + self.viewport.oy @_damage_sprite.x = self.x + self.viewport.rect.x @_damage_sprite.y = self.y - self.oy / 2 + self.viewport.rect.y @_damage_sprite.z = 3000 @_damage_duration = 40 end def animation(animation, hit) dispose_animation @_animation = animation return if @_animation == nil @_animation_hit = hit @_animation_duration = @_animation.frame_max animation_name = @_animation.animation_name animation_hue = @_animation.animation_hue bitmap = RPG::Cache.animation(animation_name, animation_hue) if @@_reference_count.include?(bitmap) @@_reference_count[bitmap] += 1 else @@_reference_count[bitmap] = 1 end @_animation_sprites = [] if @_animation.position != 3 or not @@_animations.include?(animation) for i in 0..15 sprite = ::Sprite.new sprite.bitmap = bitmap sprite.visible = false @_animation_sprites.push(sprite) end unless @@_animations.include?(animation) @@_animations.push(animation) end end
update_animation end def loop_animation(animation) return if animation == @_loop_animation dispose_loop_animation @_loop_animation = animation return if @_loop_animation == nil @_loop_animation_index = 0 animation_name = @_loop_animation.animation_name animation_hue = @_loop_animation.animation_hue bitmap = RPG::Cache.animation(animation_name, animation_hue) if @@_reference_count.include?(bitmap) @@_reference_count[bitmap] += 1 else @@_reference_count[bitmap] = 1 end @_loop_animation_sprites = [] for i in 0..15 sprite = ::Sprite.new sprite.bitmap = bitmap sprite.visible = false @_loop_animation_sprites.push(sprite) end update_loop_animation end def animation_set_sprites(sprites, cell_data, position) for i in 0..15 sprite = sprites[i] pattern = cell_data[i, 0] if sprite == nil or pattern == nil or pattern == -1 sprite.visible = false if sprite != nil next end sprite.visible = true sprite.src_rect.set(pattern % 5 * 192, pattern / 5 * 192, 192, 192) if position == 3 if self.viewport != nil sprite.x = self.viewport.rect.width / 2 sprite.y = self.viewport.rect.height - 160 else sprite.x = 320 sprite.y = 240 end else sprite.x = self.x + self.viewport.rect.x self.ox + self.src_rect.width / 2 sprite.y = self.y + self.viewport.rect.y self.oy + self.src_rect.height / 2 sprite.y -= self.src_rect.height / 4 if position == 0 sprite.y += self.src_rect.height / 4 if position == 2
end sprite.x += cell_data[i, 1] sprite.y += cell_data[i, 2] sprite.z = 2000 sprite.ox = 96 sprite.oy = 96 sprite.zoom_x = cell_data[i, 3] / 100.0 sprite.zoom_y = cell_data[i, 3] / 100.0 sprite.angle = cell_data[i, 4] sprite.mirror = (cell_data[i, 5] == 1) sprite.opacity = cell_data[i, 6] * self.opacity / 255.0 sprite.blend_type = cell_data[i, 7] end end end end #-------------------------------------------------------------------------------# * Window_MenuStatus #-----------------------------------------------------------------------------#It is the window which indicates the stats of the party member in menu screen. #============================================================= ================= class Window_MenuStatus < Window_Selectable #-------------------------------------------------------------------------# - Object initialization #-------------------------------------------------------------------------def initialize super(0, 0, 680, 480) # 640, 480 self.contents = Bitmap.new(width - 32, height - 32) # - 32, - 32 self.contents.font.name = $fontface self.contents.font.size = $fontsize self.contents.font.color = black_color self.opacity = 0 @column_max = 4 @item_max = 4 refresh self.active = false self.index = -1 end #-------------------------------------------------------------------------# - All party members (FIX) !You all asked for it here it is! #-------------------------------------------------------------------------def refresh self.contents.clear for i in 0...$game_party.actors.size x=0 x = i * 160 #x + 50 actor = $game_party.actors[i]
draw_actor_face(actor, x + 2, y + 80) self.opacity = 0 # musy be changed to 255 when checking to make block curser self.contents.font.color = black_color end end end #-------------------------------------------------------------------------# - Rectangle renewal of cursor #-------------------------------------------------------------------------def update_cursor_rect self.cursor_rect.set(160 + index * 260, 190, 428, 432) end
EDITO: Se me olvidaba aqui os dejo el skin que usa, el fondo que se necesita y unas imagenes que teneis que poner en una carpeta llamada faces dentro de characters y llamarlas como los graficos de los personajes, ej: 001-Figther01. Eso es todo.
llamarlo Dragon Skin
Llamarlo BackgroundSkin
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