| La guilde des makers de KalHidia Site pour tous les programmeurs, musiciens, dessinnateur qui voudraient se perfectionner dans ces arts! |
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| Menu A. Que j' ai nommé 'G.R.E.P.H' | |
| | Auteur | Message |
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Drogo-Hardbottle Admin
Nombre de messages : 113 Date d'inscription : 09/08/2006
Catégorie Principale: Programmeur Grade de la catégorie principale: Divinité Niveau de la catégorie principale: (200/200)
| Sujet: Menu A. Que j' ai nommé 'G.R.E.P.H' Lun 21 Aoû - 5:25 | |
| Qui est l' auteur de ce script? Krazplay A quoi sert ce script? Ce script est un menu! Marche t'il? 100% Comment installer ce script? Copiez ces 2 premiers scripts, ouvrez l'éditeur de scripts RmXp ( en appuyant sur la touche "F11" ) et créez les nouveaux scripts au dessus de 'Main'. Nommez ces scripts comme vous le voudrez du moment qu' il est compréhensible et collez le code. Partie 1 du script: - Code:
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#--------------------------------- #Par Krazplay #corrigé par Elrond-Faelivrin #--------------------------------- def draw_actor_battler(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 / 2, bitmap, src_rect) end
#--------------------------------- #Def draw line #--------------------------------- def draw_line(start_x, start_y, end_x, end_y, start_color, width = 1, end_color = start_color) # ??????????????????? distance = (start_x - end_x).abs + (start_y - end_y).abs # ???? if end_color == start_color for i in 1..distance x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i if width == 1 self.set_pixel(x, y, start_color) else self.fill_rect(x, y, width, width, start_color) end end else for i in 1..distance x = (start_x + 1.0 * (end_x - start_x) * i / distance).to_i y = (start_y + 1.0 * (end_y - start_y) * i / distance).to_i r = start_color.red * (distance-i)/distance + end_color.red * i/distance g = start_color.green * (distance-i)/distance + end_color.green * i/distance b = start_color.blue * (distance-i)/distance + end_color.blue * i/distance a = start_color.alpha * (distance-i)/distance + end_color.alpha * i/distance if width == 1 self.set_pixel(x, y, Color.new(r, g, b, a)) else self.fill_rect(x, y, width, width, Color.new(r, g, b, a)) end end end end
#--------------------------------- #Def draw polygon (pour faire les contours des faces) #--------------------------------- def draw_polygon(peaks, color, width = 1) # ?(=??)?????????? for i in 0 ... (peaks.size - 1) # ????????? draw_line( peaks[i][0], peaks[i][1], peaks[i+1][0], peaks[i+1][1], color, width ) end # ?????????????? draw_line( peaks[peaks.size - 1][0], peaks[peaks.size - 1][1], peaks[0][0], peaks[0][1], color, width ) end
#--------------------------------- #def draw face (les faces à proprement parler ^^) #--------------------------------- def draw_facesquare(character_name, character_hue, x, y, size = 24) bitmap = RPG::Cache.character(character_name, character_hue) src_rect = Rect.new((bitmap.width/4 - size)/2, 0, size, size) self.blt(x, y, bitmap, src_rect) self.draw_polygon([[x,y],[x+size,y],[x+size,y+size],[x,y+size]], Color.new(255,255,255,128)) end Il est temps de paramétrer l'affichage des barres ! Faites un nouveau scrîpt que vous appellerez comme vous-voulez (ici "Barres", restons sobres ^^) - Code:
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# HP/SP/EXPƒQ?[ƒW•\´¦ƒXƒNƒ¦ƒvƒg Ver 1.00 # ”z•z¼³?EƒTƒ|?[ƒgURL # http://members.jcom.home.ne.jp/cogwheel/
#============================================================================== # ?¡ Game_Actor ######### #Correction du script by ELrond-Faelivrin ######### #------------------------------------------------------------------------------ # ?@ƒAƒNƒ^?[‚ðˆµ‚¤ƒNƒ‰ƒX‚Å‚·?B‚±‚̃Nƒ‰ƒX‚Í Game_Actors ƒNƒ‰ƒX ($game_actors) # ‚Ì“à•”‚Å´g—p‚³‚ê?AGame_Party ƒNƒ‰ƒX ($game_party) ‚©‚ç‚à´Q?Æ‚³‚ê‚Ü‚·?B #==============================================================================
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
#============================================================================== # ?¡ Window_Base #------------------------------------------------------------------------------ # ?@ƒQ?[ƒ¤’†‚Ì‚·‚ׂẴEƒBƒ“ƒhƒE‚̃X?[ƒp?[ƒNƒ‰ƒX‚Å‚·?B #==============================================================================
class Window_Base < Window #-------------------------------------------------------------------------- # ?½ HP ƒQ?[ƒW‚Ì•`‰æ #-------------------------------------------------------------------------- # ƒIƒ¦ƒWƒiƒ‹‚ÌHP•`‰æ‚ð draw_actor_hp_original ‚Æ–¼‘O•Ï?X alias :draw_actor_hp_original :draw_actor_hp def draw_actor_hp(actor, x, y, width = 144) # •Ï?”rate‚É ¼»?Ý‚ÌHP/MHP‚ð‘ã“ü if actor.maxhp != 0 rate = actor.hp.to_f / actor.maxhp else rate = 0 end # plus_x:X?À•W‚̈ʒu•â?³ rate_x:X?À•W‚̈ʒu•â?³(%) plus_y:Y?À•W‚̈ʒu•â?³ # plus_width:•?‚Ì•â?³ rate_width:•?‚Ì•â?³(%) height:?c•? # align1:•`‰æƒ^ƒCƒv1 0:?¶‹l‚ß 1:’†‰›‘µ‚¦ 2:‰E‹l‚ß # align2:•`‰æƒ^ƒCƒv2 0:?ã‹l‚ß 1:’†‰›‘µ‚¦ 2:‰º‹l‚ß # align3:ƒQ?[ƒWƒ^ƒCƒv 0:?¶‹l‚ß 1:‰E‹l‚ß plus_x = 0 rate_x = 0 plus_y = 25 plus_width = 0 rate_width = 100 height = 10 align1 = 1 align2 = 2 align3 = 0 # ƒOƒ‰ƒf?[ƒVƒ‡ƒ“?Ý’è grade1:‹óƒQ?[ƒW grade2:´ÀƒQ?[ƒW # (0:‰¡‚ɃOƒ‰ƒf?[ƒVƒ‡ƒ“ 1:?c‚ɃOƒ‰ƒf?[ƒVƒ‡ƒ“ 2:´Î‚߂ɃOƒ‰ƒf?[ƒVƒ‡ƒ“(¼ƒ?d)?j grade1 = 1 grade2 = 0 # ?F?Ý’è?Bcolor1:¦O˜g?Ccolor2:’†˜g # color3:‹óƒQ?[ƒWƒ_?[ƒNƒJƒ‰?[?Ccolor4:‹óƒQ?[ƒWƒ‰ƒCƒgƒJƒ‰?[ # color5:´ÀƒQ?[ƒWƒ_?[ƒNƒJƒ‰?[?Ccolor6:´ÀƒQ?[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?”sp‚É•`‰æ‚·‚éƒQ?[ƒW‚Ì•?‚ð‘ã“ü if actor.maxhp != 0 hp = (width + plus_width) * actor.hp * rate_width / 100 / actor.maxhp else hp = 0 end # ƒQ?[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) # ƒIƒ¦ƒWƒiƒ‹‚ÌHP•`‰æ?ˆ—?‚ð¼Ä‚Ñ?o‚µ draw_actor_hp_original(actor, x, y, width) end #-------------------------------------------------------------------------- # ?½ SP ƒQ?[ƒW‚Ì•`‰æ #-------------------------------------------------------------------------- # ƒIƒ¦ƒWƒiƒ‹‚ÌSP•`‰æ‚ð draw_actor_sp_original ‚Æ–¼‘O•Ï?X alias :draw_actor_sp_original :draw_actor_sp def draw_actor_sp(actor, x, y, width = 144) # •Ï?”rate‚É ¼»?Ý‚ÌSP/MSP‚ð‘ã“ü if actor.maxsp != 0 rate = actor.sp.to_f / actor.maxsp else rate = 1 end # plus_x:X?À•W‚̈ʒu•â?³ rate_x:X?À•W‚̈ʒu•â?³(%) plus_y:Y?À•W‚̈ʒu•â?³ # plus_width:•?‚Ì•â?³ rate_width:•?‚Ì•â?³(%) height:?c•? # align1:•`‰æƒ^ƒCƒv1 0:?¶‹l‚ß 1:’†‰›‘µ‚¦ 2:‰E‹l‚ß # align2:•`‰æƒ^ƒCƒv2 0:?ã‹l‚ß 1:’†‰›‘µ‚¦ 2:‰º‹l‚ß # align3:ƒQ?[ƒWƒ^ƒCƒv 0:?¶‹l‚ß 1:‰E‹l‚ß plus_x = 0 rate_x = 0 plus_y = 25 plus_width = 0 rate_width = 100 height = 10 align1 = 1 align2 = 2 align3 = 0 # ƒOƒ‰ƒf?[ƒVƒ‡ƒ“?Ý’è grade1:‹óƒQ?[ƒW grade2:´ÀƒQ?[ƒW # (0:‰¡‚ɃOƒ‰ƒf?[ƒVƒ‡ƒ“ 1:?c‚ɃOƒ‰ƒf?[ƒVƒ‡ƒ“ 2:´Î‚߂ɃOƒ‰ƒf?[ƒVƒ‡ƒ“(¼ƒ?d)?j grade1 = 1 grade2 = 0 # ?F?Ý’è?Bcolor1:¦O˜g?Ccolor2:’†˜g # color3:‹óƒQ?[ƒWƒ_?[ƒNƒJƒ‰?[?Ccolor4:‹óƒQ?[ƒWƒ‰ƒCƒgƒJƒ‰?[ # color5:´ÀƒQ?[ƒWƒ_?[ƒNƒJƒ‰?[?Ccolor6:´ÀƒQ?[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?”sp‚É•`‰æ‚·‚éƒQ?[ƒW‚Ì•?‚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?[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) # ƒIƒ¦ƒWƒiƒ‹‚ÌSP•`‰æ?ˆ—?‚ð¼Ä‚Ñ?o‚µ draw_actor_sp_original(actor, x, y, width) end #-------------------------------------------------------------------------- # ?½ EXP ƒQ?[ƒW‚Ì•`‰æ #-------------------------------------------------------------------------- # ƒIƒ¦ƒWƒiƒ‹‚ÌEXP•`‰æ‚ð draw_actor_sp_original ‚Æ–¼‘O•Ï?X alias :draw_actor_exp_original :draw_actor_exp def draw_actor_exp(actor, x, y, width = 204) # •Ï?”rate‚É ¼»?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?À•W‚̈ʒu•â?³ rate_x:X?À•W‚̈ʒu•â?³(%) plus_y:Y?À•W‚̈ʒu•â?³ # plus_width:•?‚Ì•â?³ rate_width:•?‚Ì•â?³(%) height:?c•? # align1:•`‰æƒ^ƒCƒv1 0:?¶‹l‚ß 1:’†‰›‘µ‚¦ 2:‰E‹l‚ß # align2:•`‰æƒ^ƒCƒv2 0:?ã‹l‚ß 1:’†‰›‘µ‚¦ 2:‰º‹l‚ß # align3:ƒQ?[ƒWƒ^ƒCƒv 0:?¶‹l‚ß 1:‰E‹l‚ß plus_x = 0 rate_x = 0 plus_y = 25 plus_width = 0 rate_width = 100 height = 10 align1 = 1 align2 = 2 align3 = 0 # ƒOƒ‰ƒf?[ƒVƒ‡ƒ“?Ý’è grade1:‹óƒQ?[ƒW grade2:´ÀƒQ?[ƒW # (0:‰¡‚ɃOƒ‰ƒf?[ƒVƒ‡ƒ“ 1:?c‚ɃOƒ‰ƒf?[ƒVƒ‡ƒ“ 2:´Î‚߂ɃOƒ‰ƒf?[ƒVƒ‡ƒ“(¼ƒ?d)?j grade1 = 1 grade2 = 0 # ?F?Ý’è?Bcolor1:¦O˜g?Ccolor2:’†˜g # color3:‹óƒQ?[ƒWƒ_?[ƒNƒJƒ‰?[?Ccolor4:‹óƒQ?[ƒWƒ‰ƒCƒgƒJƒ‰?[ # color5:´ÀƒQ?[ƒWƒ_?[ƒNƒJƒ‰?[?Ccolor6:´ÀƒQ?[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?”exp‚É•`‰æ‚·‚éƒQ?[ƒW‚Ì•?‚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?[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) # ƒIƒ¦ƒWƒiƒ‹‚ÌEXP•`‰æ?ˆ—?‚ð¼Ä‚Ñ?o‚µ draw_actor_exp_original(actor, x, y) end #-------------------------------------------------------------------------- # ?½ ƒQ?[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
Dernière édition par le Lun 21 Aoû - 5:45, édité 4 fois | |
| | | Drogo-Hardbottle Admin
Nombre de messages : 113 Date d'inscription : 09/08/2006
Catégorie Principale: Programmeur Grade de la catégorie principale: Divinité Niveau de la catégorie principale: (200/200)
| Sujet: Partie 2 du script Lun 21 Aoû - 5:26 | |
| Partie 2 du script: - Code:
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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?[ƒW‚Ì•`‰æ self.contents.gradation_rect(x + 2, y + 2, width - 4, height - 4, color3, color4, grade1) if align3 == 1 x += width - gauge end # ´ÀƒQ?[ƒW‚Ì•`‰æ self.contents.gradation_rect(x + 2, y + 2, gauge - 4, height - 4, color5, color6, grade2) end end
#------------------------------------------------------------------------------ # ?@BitmapƒNƒ‰ƒX‚É?V‚½‚È‹@”\‚ð’ljÁ‚µ‚Ü‚·?B #==============================================================================
class Bitmap #-------------------------------------------------------------------------- # ?½ ‹é¼`‚ðƒOƒ‰ƒf?[ƒVƒ‡ƒ“•\´¦ # color1 : ƒXƒ^?[ƒgƒJƒ‰?[ # color2 : ƒGƒ“ƒhƒJƒ‰?[ # align : 0:‰¡‚ɃOƒ‰ƒf?[ƒVƒ‡ƒ“ # 1:?c‚ɃOƒ‰ƒf?[ƒVƒ‡ƒ“ # 2:´Î‚߂ɃOƒ‰ƒf?[ƒVƒ‡ƒ“?i¼ƒ?d‚ɂ‚«’?ˆÓ?j #-------------------------------------------------------------------------- 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
#============================================================================== # ?¡ Spriteƒ‚ƒWƒ…?[ƒ‹ #------------------------------------------------------------------------------ # ?@ƒAƒjƒ??[ƒVƒ‡ƒ“‚̦Ǘ?‚ð?s‚¤ƒ‚ƒWƒ…?[ƒ‹‚Å‚·?B #==============================================================================
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, 4) 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
Maintenant, direction Window_Menustatus. Supprimez tout (oui, c'est dur la vie de scrîpt) et collez ceci à la place : Partie 3 du script: - Code:
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#============================================================================== # ■ Window_MenuStatus #------------------------------------------------------------------------------ # Menu spécial de Silversun #==============================================================================
class Window_MenuStatus < Window_Selectable #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize super(0, 0, 480, 480) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize refresh self.active = false self.index = -1 end #-------------------------------------------------------------------------- # ● リフレッシュ #-------------------------------------------------------------------------- def refresh self.contents.clear @item_max = $game_party.actors.size for i in 0...$game_party.actors.size y = 270 x = 220 actor = $game_party.actors[i] actor1 = $game_party.actors[0] actor2 = $game_party.actors[1] actor3 = $game_party.actors[2] actor4 = $game_party.actors[3] self.contents.draw_facesquare(actor.character_name, actor.character_hue,10+32*i, 5 ) if @item_max >= 4 #variables cnw = contents.text_size(actor4.name).width cnh = contents.text_size(actor4.name).height ccw = contents.text_size(actor4.class_name).width cch = contents.text_size(actor4.class_name).height chpw = contents.text_size(actor4.hp.to_s).width cspw = contents.text_size(actor4.sp.to_s).width #draw draw_actor_battler(actor4,x, y-100) draw_actor_name(actor4, x-cnw/2, y-275) draw_actor_class(actor4, x-ccw/2, y-275+cnh) draw_actor_level(actor4, x-130, y - 275+cnh+cch/2) draw_actor_state(actor4, x +80, y - 275+cnh+cch/2) draw_actor_hp(actor4, x-chpw*2, y - 275+cnh*2) draw_actor_sp(actor4, x -cspw*2, y - 275+cnh*3) end if @item_max >= 3 #variables cnw = contents.text_size(actor3.name).width cnh = contents.text_size(actor3.name).height ccw = contents.text_size(actor3.class_name).width cch = contents.text_size(actor3.class_name).height clw = contents.text_size(actor3.level.to_s).width chpw = contents.text_size(actor3.hp.to_s).width cspw = contents.text_size(actor3.sp.to_s).width #draw draw_actor_battler(actor3, x+70, y - 70) draw_actor_name(actor3, x+180-cnw/2+10, y-140) draw_actor_class(actor3, x+180-cch/2-35, y-140+cnh) draw_actor_level(actor3, x+180-clw, y -140+cnh+cch) draw_actor_state(actor3, x+180-35, y -140+cnh*3) draw_actor_hp(actor3, x+180-100, y-140+cnh*4) draw_actor_sp(actor3, x+180-100, y-140+cnh*5) end if @item_max >= 2 #variables cnw = contents.text_size(actor2.name).width cnh = contents.text_size(actor2.name).height ccw = contents.text_size(actor2.class_name).width cch = contents.text_size(actor2.class_name).height #draw draw_actor_battler(actor2, x-70,y-70) draw_actor_name(actor2, x-220, y-140) draw_actor_class(actor2, x-220, y-140+cnh) draw_actor_level(actor2, x-220, y -140+cnh+cch) draw_actor_state(actor2, x-220, y -140+cnh*3) draw_actor_hp(actor2, x-220, y-140+cnh*4) draw_actor_sp(actor2, x-220, y-140+cnh*5) end if @item_max >= 1 #variables cnw = contents.text_size(actor1.name).width cnh = contents.text_size(actor1.name).height ccw = contents.text_size(actor1.class_name).width cch = contents.text_size(actor1.class_name).height chpw = contents.text_size(actor1.hp.to_s).width cspw = contents.text_size(actor1.sp.to_s).width #draw draw_actor_battler(actor1, x,y) draw_actor_name(actor1, x-cnw/2, y+80) draw_actor_class(actor1, x-ccw/2, y+80+cnh) draw_actor_level(actor1, x-130, y + 80+cnh+cch/2) draw_actor_state(actor1, x +80, y + 80+cnh+cch/2) draw_actor_hp(actor1, x-chpw*2, y + 80+cnh*2) draw_actor_sp(actor1, x -cspw*2, y + 80+cnh*3) end
end end #-------------------------------------------------------------------------- # ● カーソルの矩形更新 #-------------------------------------------------------------------------- def update_cursor_rect if @index < 0 self.cursor_rect.empty else self.cursor_rect.set(7+@index*32, 2, 31, 31) end end end | |
| | | | Menu A. Que j' ai nommé 'G.R.E.P.H' | |
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