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Screen Contest #90

Kamikun






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Trickster's Battle Status (Aggiungere Nuova Immagine) - - - - -

    EmanueleSpeed
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#1 Inviato 28 November 2013 - 11:12 AM

Salve a tutti.

Vorrei aggiungere una nuova o nuove immagini in questo script:

#==============================================================================
# ●● Trickster's Battle Status
#------------------------------------------------------------------------------
# Trickster ([email protected])
# Version 1.0
# Date 5/30/07
# Goto rmxp.org for updates/support/bug reports
#------------------------------------------------------------------------------
# A New Battle Status look to look like Final Fantasy styled (?)
# Great for Sideview Battle Systems for CTB ATB and RTAB.
# Note for bars to show up set the Use_Viewport Option to False
#==============================================================================

#--------------------------------------------------------------------------
# Begin SDK Log
#--------------------------------------------------------------------------
SDK.log('Trickster\'s Battle Status', 'Trickster', 1.0, '5/30/07')

#--------------------------------------------------------------------------
# Begin SDK Requirement Check
#--------------------------------------------------------------------------
SDK.check_requirements(2.0, [1, 3], ['Timer Battle System Base'])

#--------------------------------------------------------------------------
# Begin SDK Enabled Check
#--------------------------------------------------------------------------
if SDK.enabled?('Trickster\'s Battle Status')

module Gradient_Bars
#--------------------------------------------------------------------------
# * Do Not Touch
#--------------------------------------------------------------------------
Use_Viewport = false
end

class Window_BattleStatus
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
# Get Height
height = [$game_party.actors.size * 24 + 32, 104].max
# Call Window_Base Initialize
super(160, 480 - height, 480, height)
# Setup Contents
self.contents = Bitmap.new(width - 32, height - 32)
# Setup Level Flags
@level_up_flags = Array.new($game_party.actors.size) {false}
# Setup Empty Hash
@at_bar_sprites = {}
# Setup Empty Hash if Script Enabled
@wait_bar_sprites = {} if SDK.enabled?('Action Wait Bar')
# Set Z to be higher
self.z = 102
@window = []
for i in 0..$game_party.actors.size - 1
@window[i] = Sprite.new
@window[i].bitmap = Bitmap.new("Graphics/Menu/BattleStatus")
end
self.opacity = 0
# Refresh
refresh
end
alias tsl_window_command_update update
def update
if @window != nil
for i in 0..$game_party.actors.size - 1
@window[i].visible = self.visible
end
end
tsl_window_command_update
end
alias tsl_window_command_dispose dispose
def dispose
if @window != nil
for i in 0..$game_party.actors.size - 1
@window[i].bitmap.dispose
@window[i].dispose
end
end
tsl_window_command_dispose
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
# Clear Contents
self.contents.clear
# Get Height
height = [$game_party.actors.size * 24 + 32, 104].max
# If Height Changed
if self.height != height
# Set Height
self.height = height
# Set Y
self.y = 480 - height
# Dispose Contents
self.contents.dispose
# Recreate Contents
self.contents = Bitmap.new(width - 32, height - 32)
end
# Setup Font Size
self.contents.font.size = 18
# Run Through Each With Index
$game_party.actors.each_with_index do |actor, index|
# Get Y
y = index * 24
@window[index].y = self.y + 22 + y
@window[index].x = self.x + 24
# Draw Name
draw_actor_name(actor, 0, y)
# If Levelled up
if @level_up_flags[index]
self.contents.font.color = normal_color
self.contents.draw_text(88, y, 84, 32, 'LEVEL UP!')
else
draw_actor_state(actor, 88, y)
end
# Draw Hp
draw_actor_hp(actor, 176, y, 84)
# Draw Sp
draw_actor_sp(actor, 264, y, 84)
# Draw At
draw_actor_at(actor, 352, y - 4, 84)
# Draw Wait Bar If Wait Bar Addon added
draw_actor_wait(actor, 352, y + 5, 84) if SDK.enabled?('Action Wait Bar')
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
end
#--------------------------------------------------------------------------
# * Draw HP
#--------------------------------------------------------------------------
def draw_actor_hp(actor, x, y, width = 144)
# Draw "HP" text string
self.contents.font.color = system_color
self.contents.draw_text(x, y, width, 32, $data_system.words.hp, 2)
# Get Width
cx = contents.text_size($data_system.words.hp).width
# Draw HP
self.contents.font.color = actor.hp == 0 ? knockout_color :
actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
# Draw Hp String
self.contents.draw_text(x, y, width - cx - 4, 32, actor.hp.to_s, 2)
end
#--------------------------------------------------------------------------
# * Draw SP
#--------------------------------------------------------------------------
def draw_actor_sp(actor, x, y, width = 144)
# Draw "SP" text string
self.contents.font.color = system_color
self.contents.draw_text(x, y, width, 32, $data_system.words.sp, 2)
# Get Width
cx = contents.text_size($data_system.words.sp).width
# Draw SP
self.contents.font.color = actor.sp == 0 ? knockout_color :
actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
# Draw Sp String
self.contents.draw_text(x, y, width - cx - 4, 32, actor.sp.to_s, 2)
end
#--------------------------------------------------------------------------
# * Draw Actor At
#--------------------------------------------------------------------------
def draw_actor_at(actor, x, y, width = 120)
# If Bar Sprites Hash is not initialized then initialize it
@at_bar_sprites = {} if @at_bar_sprites == nil
# If Bar Sprites not setup for actor in question
if @at_bar_sprites[actor] == nil
# Setup the bar
draw_x, draw_y = self.x + x + 16, self.y + y + 32
# Create Bar
sprite = Sprite_ActorAtBar.new(actor, draw_x, draw_y, width, 8)
# Tag Sprite
sprite.tag(self)
# Set Reference
@at_bar_sprites[actor] = sprite
# Add to Window Sprites
@window_sprites << sprite
end
end
#--------------------------------------------------------------------------
# * Draw Actor Wait
#--------------------------------------------------------------------------
def draw_actor_wait(actor, x, y, width = 120)
# If Bar Sprites not setup for actor in question
if @wait_bar_sprites[actor] == nil
# Setup the bar
draw_x, draw_y = self.x + x + 16, self.y + y + 32
# Create Bar
sprite = Sprite_ActorActionBar.new(actor, draw_x, draw_y, width, 4)
# Tag Sprite
sprite.tag(self)
# Set Reference
@wait_bar_sprites[actor] = sprite
# Add to Window Sprites
@window_sprites << sprite
end
end
end

class Sprite_ActorAtBar
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(actor, x, y, width, height)
# Get Viewport
viewport = $game_temp.in_battle ? $scene.spriteset.viewport2 : nil
# Set Viewport to nil if not using viewport
viewport = nil if not Gradient_Bars::Use_Viewport
# Get Border and Background
back, back2 = Gradient_Bars::Border, Gradient_Bars::Background
# Call Sprite_GradientBar#initialize
super(x, y, width, height, 1, 1, 1, back, back2, viewport)
# Setup Borders
self.bx = Gradient_Bars::Border_Dim
self.by = Gradient_Bars::Border_Dim
# Setup Instance Variables
@actor, @last, @rate = actor, actor.at, nil
# Setup Speed and Update Count
@speed, @update_count = Gradient_Bars::At_Update_Speed, 0
# Setup Background Borders
background.bx = Gradient_Bars::Background_Dim
background.by = Gradient_Bars::Background_Dim
# Refresh Boarder to Suit New Border
background.refresh
# Get Gradient File
@file = Gradient_Bars::At_Bar_Graphic
# Set Blending to Addition
self.blend_type = 1
# Setup Florish if Conditions are correct
if Gradient_Bars::At_Flourish.size > 1
# Setup Change Rate Array
@change_rate = []
# Current Index is zero
@current_flourish = 0
# Get RGB Array from color
rgb = Gradient_Bars::At_Flourish[0].to_rgb
# Set Red, Green, and Blue
color.red, color.green, color.blue = *rgb
# Setup Alpha for Blending
color.alpha = Gradient_Bars::At_Flourish_Alpha
# Setup Flourishing
setup_flourish
end
# Set Z
self.z = @actor.screen_z + 1 if viewport != nil
# Refresh Sprite
refresh
end
end

class Sprite_ActorActionBar
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(actor, x, y, width, height)
# Get Viewport
viewport = $game_temp.in_battle ? $scene.spriteset.viewport2 : nil
# Set Viewport to nil if not using viewport
viewport = nil if not Gradient_Bars::Use_Viewport
# Get Border and Background
back, back2 = Gradient_Bars::Border, Gradient_Bars::Background
# Call Sprite_GradientBar#initialize
super(x, y, width, height, 1, 1, 1, back, back2, viewport)
# Setup Borders
self.bx = Gradient_Bars::Border_Dim
self.by = Gradient_Bars::Border_Dim
# Setup Instance Variables
@actor, @last, @rate = actor, actor.wait, nil
# Set Max Wait
@actor.max_wait = 0
# Setup Speed and Update Count
@speed, @update_count = 1, 0
# Setup Background Borders
background.bx = Gradient_Bars::Background_Dim
background.by = Gradient_Bars::Background_Dim
# Refresh Boarder to Suit New Border
background.refresh
# Get Gradient File
@file = Gradient_Bars::Wait_Bar_Graphic
# Set Blending to Addition
self.blend_type = 1
# Setup Florish if Conditions are correct
if Gradient_Bars::Wait_Flourish.size > 1
# Setup Change Rate Array
@change_rate = []
# Current Index is zero
@current_flourish = 0
# Get RGB Array from color
rgb = Gradient_Bars::Wait_Flourish[0].to_rgb
# Set Red, Green, and Blue
color.red, color.green, color.blue = *rgb
# Setup Alpha for Blending
color.alpha = Gradient_Bars::Wait_Flourish_Alpha
# Setup Flourishing
setup_flourish
end
# Set Z
self.z = @actor.screen_z + 1 if viewport != nil
# Refresh Sprite
refresh
end
end

class Scene_Battle
#--------------------------------------------------------------------------
# * Main Processing : Window Initialization
#--------------------------------------------------------------------------
alias_method :trick_battlestatus_battle_main_window, :main_window
def main_window
# The Usual
trick_battlestatus_battle_main_window
# Create Window
end
#--------------------------------------------------------------------------
# * Actor Command Window Setup
#--------------------------------------------------------------------------
alias_method(:trick_battlestatus_phase3_setup_command_window,
:phase3_setup_command_window)
def phase3_setup_command_window
# The Usual
trick_battlestatus_phase3_setup_command_window
# Set X for Command Window
@actor_command_window.x = 0
# Set Y for Command Window
@actor_command_window.y = 480 - @actor_command_window.height
end
#--------------------------------------------------------------------------
# * Start Phase 4
#--------------------------------------------------------------------------
alias_method :trick_battlestatus_battle_start_phase4, :start_phase4
def start_phase4
# The Usual
trick_battlestatus_battle_start_phase4
# Refresh
end
#--------------------------------------------------------------------------
# * Update Phase 4 Step 6
#--------------------------------------------------------------------------
alias_method :trick_battlestatus_update_phase4_step6, :update_phase4_step6
def update_phase4_step6
# The Usual
trick_battlestatus_update_phase4_step6
# Refresh
end
#--------------------------------------------------------------------------
# * Start Phase 5
#--------------------------------------------------------------------------
alias_method :trick_battlestatus_battle_start_phase5, :start_phase5
def start_phase5
# The Usual
trick_battlestatus_battle_start_phase5
# Refresh
end
end
#--------------------------------------------------------------------------
# End SDK Enabled Check
#--------------------------------------------------------------------------
end

Cosa devo aggiungere?

Ho provato ad inserire

    @bg = Sprite.new
    @bg.bitmap = Bitmap.new("Graphics/Menu/Battlestriscia")

sotto for i in 0..$game_party.actors.size - 1
@window[i] = Sprite.new
@window[i].bitmap = Bitmap.new("Graphics/Menu/BattleStatus")

ma non succede nnt xd .

Non conosco i codici da inserire :( .

Qualcuno pùo aiutarmi perfavore?

grazie :) .


1° Progetto http://www.rpg2s.net...l-libro-magico/

Genere : Jrpg

Titolo: Cheran e il libro magico

Programma: Rpg Maker Vx Ace

Percentuale completamento: 5%

Orario di gioco attuale 1h 20m

__________________________

 

2° Progetto a presto il link al progetto...

Genere : Jrpg

Titolo: Kyros e la linfa magica

Programma: Rpg Maker Xp

Prime Immagini (Consigli & Modifiche): http://www.rpg2s.net...imodifiche-ecc/

 


    EmanueleSpeed
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#2 Inviato 01 December 2013 - 20:01 PM

Provando e riprovando ho inserito i codici nel posto giusto :).

Problema risolto :P .

Questi codici li ho inseriti :

  @bg = Sprite.new
  @bg.bitmap = Bitmap.new("Graphics/Menu/BattleStriscia") 

 

Sotto

 

class Window_BattleStatus
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
# Get Height
height = [$game_party.actors.size * 24 + 32, 104].max
# Call Window_Base Initialize
super(160, 480 - height, 480, height)
# Setup Contents
self.contents = Bitmap.new(width - 32, height - 32)

" Qui " .


1° Progetto http://www.rpg2s.net...l-libro-magico/

Genere : Jrpg

Titolo: Cheran e il libro magico

Programma: Rpg Maker Vx Ace

Percentuale completamento: 5%

Orario di gioco attuale 1h 20m

__________________________

 

2° Progetto a presto il link al progetto...

Genere : Jrpg

Titolo: Kyros e la linfa magica

Programma: Rpg Maker Xp

Prime Immagini (Consigli & Modifiche): http://www.rpg2s.net...imodifiche-ecc/

 





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