Brandobscure001 Paladin (niveau 1)
Messages postés : 544 Date d'inscription : 02/08/2011 Jauge LPC :
| Sujet: [Vx-Ace]Linear Menu Status Window Ven 11 Mai 2012 - 19:42 | |
| Salut je viens vous partagez un script. Auteur : Ventiwg et Mephistok ScreenshotsDescriptions : Ce script permet d'avoir des barres de vie a la Kingdom Hearts dans le Menu et le charas du Hero sur la Face. Instructions : A mettre au dessus de [Main] Pour modifié les couleur etc ... c'est de la ligne 40 à 67. Script : - Code:
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#============================================================================ #Kingdom Hearts Birth By Sleep Status #By Ventwig #Version 1 - April 15 2012 #For RPGMaker VX Ace #============================================================================ # I was playing kingdom hearts birth by sleep, and decided I wanted to # Script something again. So I looked at the main menu and I liked the # Way the stats were drawn, so here it is :) # Thanks Mephistok for teaching me line drawing :D #============================================================================= # Description: # This code updates the menu status (the one of the four characters on # the main/pause menu) so that it looks more like the Kingdom Hearts # Series. It keeps everything horizontal, but instead of drawing gauges # and that stuff, it draws everything linear-ly and with numbers. # Just try it out, it's plug'n'play :) #=============================================================================== # Instructions: Put in materials, above main. # Plug'N'Play with options #============================================================================== # Please give Credit to Ventwig if you would like to use one of my scripts # in a NON-COMMERCIAL project. # Please ask for permission if you would like to use it in a commercial game. # You may not re-distribute any of my scripts or claim as your own. # You may not release edits without permission, combatability patches are okay. #===============================================================================
################################################################## #This is plug'n'play, but there's optional configuration to suit #Your every need! Right here! ################################################################
module BBS #============================================================== #Text drawn before the numbers, the left side of the line. #Can be an abbreviation, or the full word #Make sure to put it in quotations like: "Level" #============================================================== LTXT = "LV" #Level Text HTXT = "HP" #HP Text MTXT = "MP" #MP Text NTXT = "Next LV" #Next level text, or required exp text #============================================================ #The symbol used to divide hp/maxhp or mp/maxmp #Default is / , but you can use whatever #Make sure to put it in quotations #=========================================================== BRK = "/" #============================================================== #The colour of the line drawn under the text. #The number is the index of the colours in the windowskin #============================================================== NCOL = 10 #Name Colour, def 10 LCOL = 17 #Level Colour, def 17 HCOL = 3 #HP Colour, def 3 MCOL = 1 #MP Colour, def 1 NEXT_COL = 0 #Next Level Colour, def 0
#============================================================ #True or false #Sets whether or not you want to draw the actor's character sprite #ontop of the face, def true #=========================================================== DRAW_SPRITE = true end
######################################################################### #End Of configuration. Touch anything below and it'll delete system32 # #########################################################################
class Window_Base def draw_line(x, y, w, h, _color = normal_color) color = _color ; color contents.fill_rect(x, y, w, h, color) end end
class Window_MenuStatus < Window_Selectable #alias ventwig_status_window_new_initialize initialize def initialize(x,y) # ventwig_status_window_new_initialize(x,y) super(x,y,window_width,window_height) @pending_index = -1 @partysize = $game_party.members.size @actor = $game_party.members[0] @actor2 = $game_party.members[1] @actor3 = $game_party.members[2] @actor4 = $game_party.members[3] draw_window end def draw_window if @partysize > 0 draw_actor_name(@actor, 100, -3) draw_text(100, 15, 100, 20, BBS::LTXT) draw_text(100, 35, 100, 20, BBS::HTXT) draw_text(100, 55, 100, 20, BBS::MTXT) draw_text(100, 75, 100, 20, BBS::NTXT) draw_text(200, 15, 100, 20, @actor.level.to_s,2) draw_text(200, 35, 100, 20, @actor.hp.to_s + BBS::BRK + @actor.mhp.to_s,2) draw_text(200, 55, 100, 20, @actor.mp.to_s + "/" + @actor.mmp.to_s,2) draw_line(100, 17, 100, 2, _color = text_color(BBS::NCOL)) draw_line(100, 35, 200, 2, _color = text_color(BBS::LCOL)) draw_line(100, 55, 200, 2, _color = text_color(BBS::HCOL)) draw_line(100, 75, 200, 2, _color = text_color(BBS::MCOL)) draw_line(100, 95, 200, 2, _color = text_color(BBS::NEXT_COL)) draw_text(200, 75, 100, 20, @actor.next_level_exp.to_s,2) draw_actor_face(@actor,3,0) if BBS::DRAW_SPRITE == true draw_actor_graphic(@actor, 20, 35) end end if @partysize > 1 draw_actor_name(@actor2, 100, 95) draw_text(100, 113, 100, 20, BBS::LTXT) draw_text(100, 133, 100, 20, BBS::HTXT) draw_text(100, 153, 100, 20, BBS::MTXT) draw_text(100, 173, 100, 20, BBS::NTXT) draw_text(200, 113, 100, 20, @actor2.level.to_s,2) draw_text(200, 133, 100, 20, @actor2.hp.to_s + BBS::BRK + @actor2.mhp.to_s,2) draw_text(200, 153, 100, 20, @actor2.mp.to_s + BBS::BRK + @actor2.mmp.to_s,2) draw_text(200, 173, 100, 20, @actor2.next_level_exp.to_s,2) draw_line(100, 115, 100, 2, _color = text_color(BBS::NCOL)) draw_line(100, 133, 200, 2, _color = text_color(BBS::LCOL)) draw_line(100, 153, 200, 2, _color = text_color(BBS::HCOL)) draw_line(100, 173, 200, 2, _color = text_color(BBS::MCOL)) draw_line(100, 193, 200, 2, _color = text_color(BBS::NEXT_COL)) draw_actor_face(@actor2,3,99) if BBS::DRAW_SPRITE == true draw_actor_graphic(@actor2, 20, 135) end end if @partysize > 2 draw_actor_name(@actor3, 100, 194) draw_text(100, 212, 100, 20, BBS::LTXT) draw_text(100, 232, 100, 20, BBS::HTXT) draw_text(100, 252, 100, 20, BBS::MTXT) draw_text(100, 272, 100, 20, BBS::NTXT) draw_text(200, 212, 100, 20, @actor3.level.to_s,2) draw_text(200, 232, 100, 20, @actor3.hp.to_s + BBS::BRK + @actor3.mhp.to_s,2) draw_text(200, 252, 100, 20, @actor3.mp.to_s + BBS::BRK + @actor3.mmp.to_s,2) draw_text(200, 272, 100, 20, @actor3.next_level_exp.to_s,2) draw_line(100, 214, 100, 2, _color = text_color(BBS::NCOL)) draw_line(100, 232, 200, 2, _color = text_color(BBS::LCOL)) draw_line(100, 252, 200, 2, _color = text_color(BBS::HCOL)) draw_line(100, 272, 200, 2, _color = text_color(BBS::MCOL)) draw_line(100, 292, 200, 2, _color = text_color(BBS::NEXT_COL)) draw_actor_face(@actor3,3,197) if BBS::DRAW_SPRITE == true draw_actor_graphic(@actor3, 20, 232) end end if @partysize > 3 draw_actor_name(@actor4, 100, 291) draw_text(100, 309, 100, 20, BBS::LTXT) draw_text(100, 329, 100, 20, BBS::HTXT) draw_text(100, 349, 100, 20, BBS::MTXT) draw_text(100, 369, 100, 20, BBS::NTXT) draw_text(200, 309, 100, 20, @actor4.level.to_s,2) draw_text(200, 329, 100, 20, @actor4.hp.to_s + BBS::BRK + @actor4.mhp.to_s,2) draw_text(200, 349, 100, 20, @actor4.mp.to_s + BBS::BRK + @actor4.mmp.to_s,2) draw_text(200, 369, 100, 20, @actor4.next_level_exp.to_s,2) draw_line(100, 311, 100, 2, _color = text_color(BBS::NCOL)) draw_line(100, 329, 200, 2, _color = text_color(BBS::LCOL)) draw_line(100, 349, 200, 2, _color = text_color(BBS::HCOL)) draw_line(100, 369, 200, 2, _color = text_color(BBS::MCOL)) draw_line(100, 389, 200, 2, _color = text_color(BBS::NEXT_COL)) draw_actor_face(@actor4,3,295) if BBS::DRAW_SPRITE == true draw_actor_graphic(@actor4, 20,329) end end end end A+ |
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