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Brandobscure
Brandobscure
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Nombre de messages : 531
Age : 23
Localisation : Belgique
Distinction : aucune
Date d'inscription : 03/01/2011

[Vx-Ace]Linear Menu Status Window Empty [Vx-Ace]Linear Menu Status Window

le Dim 24 Juin 2012 - 20:04
Salut je viens vous partagez un script.
Auteur : Ventiwg et Mephistok

Screenshots
[Vx-Ace]Linear Menu Status Window 7nXbQ

Descriptions : 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:
#============================================================================
#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+

+1 point de participation
Shadow Of Kragors
Shadow Of Kragors
Membre

Nombre de messages : 104
Age : 23
Localisation : Au plus profond des ténèbres, parmis les ombres . . .
Distinction : aucune
Date d'inscription : 28/08/2012

[Vx-Ace]Linear Menu Status Window Empty Re: [Vx-Ace]Linear Menu Status Window

le Mer 29 Aoû 2012 - 15:52
Merci du partage Smile

J'ai cependant un probleme avec certains script (dont celui la), je n'arrive pas a le copier comme il faut :
Quand je le colle tout le code ne va que sur une seul ligne. Quelqu'un a une solution ?
Brandobscure
Brandobscure
Membre

Nombre de messages : 531
Age : 23
Localisation : Belgique
Distinction : aucune
Date d'inscription : 03/01/2011

[Vx-Ace]Linear Menu Status Window Empty Re: [Vx-Ace]Linear Menu Status Window

le Mer 29 Aoû 2012 - 16:38
Bizar, moi ça fait sa si j'utilise la traduction.
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