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no0ony
no0ony
Staffeux retraité

Nombre de messages : 2055
Age : 34
Localisation : Vosges (88)
Distinction : aucune
Date d'inscription : 15/04/2013

Affichage de plusieurs jauges Empty Affichage de plusieurs jauges

Lun 19 Déc 2016 - 18:59
Domaine concerné: Script
Logiciel utilisé: Rpg maker vx ACE
Bonjour, j'ai une question, est-ce possible d'afficher en même temps 2 jauges avec se scripts.
Évidemment je placerais lors coordonnées pour qu'elle ne se superposes pas.
Exemple (montage) :
La jauge jaune/orangé est celle du script, la bleu est ajouté, ça serais une autre jauge correspondant à une autre variable.
Affichage de plusieurs jauges 2-512e1fd
Le script :
Code:
#------------------------------------------------------------------------------#
#  Galv's Variable Instance Bars
#------------------------------------------------------------------------------#
#  For: RPGMAKER VX ACE
#  Version 1.1
#------------------------------------------------------------------------------#
#  2012-12-04 - version 1.1 - font issue fixed
#  2012-12-04 - version 1.0 - release
#------------------------------------------------------------------------------#
#  First things first. This script is purely cosmetic. It doesn't control or
#  look after whatever it is you are increasing/decreasing and using the bar
#  to show. Eg. If you're bar reaches full, YOU will need to set up using events
#  what happens after it gets there. (See demo with an example of this)
#  An exception is the variable bar (see below).
#
#  The script can call a bar that will animate decreasing or increasing by
#  certain amounts based on your input and then disappear again afterward.
#  You can call a custom bar or a variable bar.
#
#  The custom bar increases/decreases
#  depending on the settings you give it. (It will not automatically adjust any
#  parameters, experience, etc. for you. You do that manually).
#
#  The variable bar will adjust the chosen variable automatically by the amount
#  you set in the script call.
#
#  These bars only work on the map.
#------------------------------------------------------------------------------#
#  INSTRUCTIONS:
#------------------------------------------------------------------------------#
#
#  Put script under Materials and above Main
#
#  Make your own graphics for the bars or use the dodgy ones I made from the
#  demo. They got in /Graphics/System/ folder.
#
#  There are lots of settings to set up the bar to appear where you want it.
#
#------------------------------------------------------------------------------#
#  SCRIPT CALLS
#------------------------------------------------------------------------------#
#
#  bar_c(current,target,max,min,text)  # Draw a custom bar.
#                                      # current = starting amount
#                                      # target = amount it will raise/lower to
#                                      # max = full bar amount
#                                      # min = empty bar amount
#                                      # text = text with bar
#
#  bar_v(var_id,bonus,max,min,text)  # Draw a bar based on variable change.
#                                    # This automatically changes the variable
#                                    # by the bonus and cannot exceed the max.
#                                    # var_id = ID of the variable
#                                    # bonus = Amount it will increase/decrease
#                                    # max = full bar amount
#                                    # min = empty bar amount
#                                    # text = text with bar
#
#  bar_colors(barcol1,barcol2,text)  # Change the 2 gradient colors of the bar
#                                    # and the text color.
#
#  bar_graphic("FileName")          # file in /Graphics/System to change to
#
#------------------------------------------------------------------------------#

($imported ||= {})["Galvs_Variable_Bar"] = true
module Galv_VarBar

#------------------------------------------------------------------------------#
#  SCRIPT SETTINGS
#------------------------------------------------------------------------------#

  ACTIVE_TIME = 100  # How long the bar takes to fill/change.

  POSITION_Y = 202  # Y position
  POSITION_X = 0      # X position. 0 is centered, so to move everything left,
                      # use a negative number. Positive number for right.
  Z_OFFSET = 0        # Z level offset.
 
                     
  TEXT_SIZE = 19          # Size of the text
  TEXT_COLOR = 0          # Color of the text
  TEXT_FONT = "Bookman Old Style"    # Font of the text
  TEXT_ALIGN = 1          # 0 = left. 1 = center. 2 = right
  TEXT_Y_OFFSET = 37      # Tweak Y position of the text
  TEXT_X_OFFSET = 0      # Tweak X position of the text
 
 
  BAR_WIDTH = 300            # Width of the bar
  BAR_HEIGHT = 10            # Height of the bar
  BAR_IMAGE = "BarCover"    # Image in /Graphics/System/
  BAR_IMAGE_Y = 210          # Bar image Y position (screen relative)
  BAR_IMAGE_X = 0            # Bar image X position offset. 0 is centered.
  BAR_COLOR = [1,9]          # Default gradient colors for the bar
 

  INIT_U_SE = ["Up1", 100, 100]      # SE played once when bar appears
  RAISE_SE = ["Cursor2", 100, 100]  # Repeating SE when bar is increasing.
      # ["SE Name", Volume, pitch]
  INIT_D_SE = ["Down1", 100, 100]    # SE played once when bar appears
  LOWER_SE = ["Cursor2", 100, 70]    # Repeating SE when bar is decreasing.
                                    # ["SE Name", Volume, pitch]

  SE_SPEED = 2                      # speed that the repeating SE's repeat
 
#------------------------------------------------------------------------------#
#  END SCRIPT SETTINGS
#------------------------------------------------------------------------------#

end


class Game_Temp
  attr_accessor :varbar
  attr_accessor :vargraphic
 
  alias galv_varbar_temp_initialize initialize
  def initialize
    galv_varbar_temp_initialize
    # @varbar = [current,target,max,x,y,open,text,color1,color2,text_color,variable,min]
    @varbar = [0,0,100,false,"",
      Galv_VarBar::BAR_COLOR[0],
      Galv_VarBar::BAR_COLOR[1],
      Galv_VarBar::TEXT_COLOR,
      0,0]
    @vargraphic = Galv_VarBar::BAR_IMAGE
  end
end # Game_Temp


class Game_Interpreter
  def bar_c(current,target,max,min,text)
    $game_temp.varbar[0] = current
    $game_temp.varbar[1] = target
    $game_temp.varbar[2] = max
    $game_temp.varbar[3] = true
    $game_temp.varbar[4] = text
    $game_temp.varbar[8] = 0
    $game_temp.varbar[9] = min
  end
 
  def bar_v(var_id,bonus,max,min,text)
    $game_temp.varbar[0] = $game_variables[var_id]
    $game_temp.varbar[1] = $game_variables[var_id] + bonus
    $game_temp.varbar[2] = max
    $game_temp.varbar[3] = true
    $game_temp.varbar[4] = text
    $game_temp.varbar[8] = var_id
    $game_temp.varbar[9] = min
  end
 
  def bar_color(color1,color2,textcol)
    $game_temp.varbar[5] = color1
    $game_temp.varbar[6] = color2
    $game_temp.varbar[7] = textcol
  end
 
  def bar_graphic(file)
    $game_temp.vargraphic = file
  end
end # Game_Interpreter


class Scene_Map < Scene_Base
 
  alias galv_varbar_map_create_all_windows create_all_windows
  def create_all_windows
    galv_varbar_map_create_all_windows
    create_varbar_window
  end
  alias galv_varbar_map_update update
  def update
    galv_varbar_map_update
    @varbar_window.open if $game_temp.varbar[3]
  end
  def create_varbar_window
    @varbar_window = Window_VarBar.new
  end
 
end # Scene_Map < Scene_Base


class Window_VarBar < Window_Base
  def initialize
    super(window_x, window_y, window_width, window_height)
    self.opacity = 0
    self.contents_opacity = 0
    self.z = z + Galv_VarBar::Z_OFFSET
    @show_count = 0
    @fill_rate = 0
    refresh
  end
  def window_width
    return Galv_VarBar::BAR_WIDTH
  end
  def window_height
    return 130 #Galv_VarBar::BAR_HEIGHT
  end
  def window_x
    (Graphics.width - window_width) / 2 + Galv_VarBar::POSITION_X
  end
  def window_y
    Galv_VarBar::POSITION_Y
  end
 
  def update
    text_rect
    super
    if @show_count > 0
      refresh
      update_fadein
      @show_count -= 1
    else
      update_fadeout
    end
  end

  def update_fadein
    self.contents_opacity += 16
    @cover.opacity = self.contents_opacity if !@cover.nil?
  end

  def update_fadeout
    self.contents_opacity -= 16
    @cover.opacity = self.contents_opacity if !@cover.nil?
  end

  def open
    direction
    $game_temp.varbar[3] = false
    draw_cover if @cover.nil?
    refresh
    @show_count = Galv_VarBar::ACTIVE_TIME
    @fill_rate = fill_rate
    self.contents_opacity = 0 unless contents_opacity > 0
    self
   
    if $game_temp.varbar[8] > 0
      if @direction == 1
        $game_variables[$game_temp.varbar[8]] = [$game_temp.varbar[1],$game_temp.varbar[2]].min
      else
        $game_variables[$game_temp.varbar[8]] = [$game_temp.varbar[1],$game_temp.varbar[9]].max
      end
    end
  end

  def direction
    if $game_temp.varbar[0] < $game_temp.varbar[1]
      @direction = 1
      RPG::SE.new(Galv_VarBar::INIT_U_SE[0], Galv_VarBar::INIT_U_SE[1], Galv_VarBar::INIT_U_SE[2]).play
    else
      @direction = 0
      RPG::SE.new(Galv_VarBar::INIT_D_SE[0], Galv_VarBar::INIT_D_SE[1], Galv_VarBar::INIT_D_SE[2]).play
    end
  end

  def dispose
    @show_count = 0
    contents.dispose unless disposed?
    @cover.bitmap.dispose unless disposed? || @cover.nil?
    @cover.dispose unless disposed? || @cover.nil?
    super
  end
 
  def refresh
    contents.clear
    if @cgraphic != $game_temp.vargraphic
      if !@cover.nil?
        @cover.bitmap = Cache.system($game_temp.vargraphic)
        @cgraphic = $game_temp.vargraphic
      end
    end
    draw_varbar(0, 0, window_width)
    draw_heading(@text_rect.x, @text_rect.y, $game_temp.varbar[4]) if !@text_rect.nil?
    if $game_temp.varbar[0] < $game_temp.varbar[1] && @direction == 1
      if @show_count % Galv_VarBar::SE_SPEED == 0 && $game_temp.varbar[0] < $game_temp.varbar[2]
    return 0 if $game_temp.varbar[0] == $game_temp.varbar[9]
        RPG::SE.new(Galv_VarBar::RAISE_SE[0], Galv_VarBar::RAISE_SE[1], Galv_VarBar::RAISE_SE[2]).play
      end
      $game_temp.varbar[0] += @fill_rate
    elsif $game_temp.varbar[0] > $game_temp.varbar[1] && @direction == 0
      if @show_count % Galv_VarBar::SE_SPEED == 0 && $game_temp.varbar[0] > $game_temp.varbar[9]
        RPG::SE.new(Galv_VarBar::LOWER_SE[0], Galv_VarBar::LOWER_SE[1], Galv_VarBar::LOWER_SE[2]).play
      end
      $game_temp.varbar[0] += @fill_rate
    end
  end
 
  def draw_heading(x, y, text)
    contents.font.name = Galv_VarBar::TEXT_FONT
    contents.font.size = Galv_VarBar::TEXT_SIZE
    change_color(text_color($game_temp.varbar[7]))
    contents.font.bold = Font.default_bold
    contents.font.italic = Font.default_italic
    text = convert_escape_characters(text)
    pos = {:x => x, :y => y, :new_x => x, :height => calc_line_height(text)}
    process_character(text.slice!(0, 1), text, pos) until text.empty?
  end
 
  def text_rect
    @text_rect = Rect.new
    @text_rect.width = text_size($game_temp.varbar[4]).width
    @text_rect.height = Galv_VarBar::TEXT_SIZE
    if Galv_VarBar::TEXT_ALIGN == 0
      @text_rect.x = 0 + Galv_VarBar::TEXT_X_OFFSET
    elsif Galv_VarBar::TEXT_ALIGN == 2
      @text_rect.x = Galv_VarBar::BAR_WIDTH - @text_rect.width + Galv_VarBar::TEXT_X_OFFSET
    else
      @text_rect.x = (Galv_VarBar::BAR_WIDTH - @text_rect.width) / 2 + Galv_VarBar::TEXT_X_OFFSET
    end
    @text_rect.y = 0 + Galv_VarBar::TEXT_Y_OFFSET
    @text_rect
  end
 
  def fill_rate
    ($game_temp.varbar[1] - $game_temp.varbar[0]) / (Galv_VarBar::ACTIVE_TIME * 0.5)
  end

  def rate
    $game_temp.varbar[0].to_f / $game_temp.varbar[2].to_f
  end
 
  def draw_varbar(x, y, width = 124)
    draw_gauge(x, y, width, rate, text_color($game_temp.varbar[5]), text_color($game_temp.varbar[6]))
    change_color(system_color)
  end
  def standard_padding
    return 0
  end
 
  def draw_gauge(x, y, width, rate, color1, color2)
    fill_w = (width * rate).to_i
    gauge_y = (contents.height - Galv_VarBar::BAR_HEIGHT) / 2
    contents.fill_rect(x, gauge_y, window_width, Galv_VarBar::BAR_HEIGHT, gauge_back_color)
    contents.gradient_fill_rect(x, gauge_y, fill_w, Galv_VarBar::BAR_HEIGHT, color1, color2)
  end

  def draw_cover
    @cover = Sprite.new
    @cover.bitmap = Cache.system($game_temp.vargraphic)
    @cgraphic = $game_temp.vargraphic
    @cover.x = (Graphics.width - @cover.bitmap.width) / 2 + Galv_VarBar::BAR_IMAGE_X
    @cover.y = Galv_VarBar::BAR_IMAGE_Y
    @cover.z = z - 1
    @cover.opacity = 0
  end

end # Window_VarBar < Window_Base
dricc
dricc
Membre

Nombre de messages : 2760
Localisation : Lille
Distinction : Altruiste - Incarnation de la Patience [Mist']
Date d'inscription : 10/08/2009

Affichage de plusieurs jauges Empty Re: Affichage de plusieurs jauges

Ven 6 Jan 2017 - 19:05
Quoi , personne ne t'a répondu ? c'est la honte , les gars ... bon j'essaye en aveugle (plus de VXAce) .

Je vois dans le script qu'il y a des alias partout , parfait ... Tu peux donc mettre 2 fois de suite le script tout simplement .

Mais dans le deuxieme , tu remplaces :
"Galv_VarBar" par "Galv_VarBar2"
"@varbar" par "@varbar2"
"@vargraphic" par "@vargraphic2"
"$game_temp.varbar" par "$game_temp.varbar2" (c'est lié à @varbar)
"$game_temp.vargraphic" par "$game_temp.vargraphic2"
"@varbar_window" par "@varbar_window2"
"Window_VarBar" par "Window_VarBar2"

ça devrait suffire ...
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