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Autor Thema: (Tech) Takentai Sideview Lebens und Magieanzeige ändern???  (Gelesen 488 mal)

Offline Dennvo

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Hallo Leute

na wie gehts so? Naja will nicht lange um den heißen Brei reden, ich brauche dringend eure Hilfe. Ich wollte nun schon seid langem die Lebens und Magieanzeige beim Takentai Sideview Kampfsystem ändern. Jedoch weiß ich nicht wie und ich habe wirklich so gut wie überall gesucht. habe was weiß ich wie viele Suchfunktionen benutzt, doch war alles vergebens, ich find einfach den Script fürs ändern der Anzeigen nicht.

Bitte wenn jemand diesesn Script hat, würde ich mich sehr freuen wenn er oder sie mir den zur Verfügung stellen würde.
Für alle die nicht wissen hier ein Bild vom System




Bitte bitte hilft mir, ich brauche das ganz dringend

MfG †-.-Dennvo-.-†
« Letzte Änderung: Oktober 19, 2009, 17:34:09 von Dennvo »

Re: Takentai Sideview Lebens und Magieanzeige ändern???

Offline PatrickStar

  • SH1>RE, aber RE>SH5
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Re: Takentai Sideview Lebens und Magieanzeige ändern???
« Antwort #1 am: Oktober 19, 2009, 18:06:36 »
Hier bitte schön: *Skript aus Ärmel zieh*
Spoiler for Hiden:
#==============================================================================
# ?RGSS2
# STR33g1_Battle Status  0.5 08/03/20
#
# ·STR11e has the same specifications.
# ?STR11e????????????????????????
#  ????????????????????
#
# ?Features
# ·Different HP/MP Gauge Flavor
# ·"Rolling" Numbers
# ·State Icon Cycle
#
# ?Materials
# This script requires several image skins.
# Skin images are placed in the .Graphics\System folder.
#
# ·Main Skin
#  HP/MP Back Gauge Skin
#   No size limit.
# ·HP/MP Gauge
#  Normally two gauges
#   Width = Unlimited
#  Height = Gauge Height(Optional) * 2
#  ??????????????????????????
# ·Numbers
#  0123456789 is the order of number arrays
#   Width = One Frame Width(Any Size) * 10
#  Height = Unlimited
# ·State Skin
#  State Icon Main Skin
#  ????????????????????????????
#  Main skin is separate.
#  No size limit.
#
#==============================================================================
# ¦ Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Selectable
  # Skin File name
  BTSKIN_00 = "atb_Btskin_main"   # Main Skin
  BTSKIN_01 = "atb_Btskin_hp"     # HP(Gauge)
  BTSKIN_02 = "atb_Btskin_mp"     # MP(Gauge)
  BTSKIN_04 = "Btskin_n00"    # HP(Numbers)
  BTSKIN_05 = "Btskin_n00"    # MP(Numbers)
  BTSKIN_03 = "atb_Btskin_state"  # State
  # Skin coordinates[  x,  y]
  BTSKIN_B_XY = [  0,  0]     # Standard Coordinates
  BTSKIN_00XY = [  0,  0]     # Main Skin
  BTSKIN_01XY = [132, 16]     # HP(Gauge)
  BTSKIN_02XY = [216, 16]     # MP(Gauge)
  BTSKIN_04XY = [148,  2]     # HP(Numbers)
  BTSKIN_05XY = [232,  2]     # MP(Numbers)
  BTSKIN_03XY = [104,  0]     # State Skin
  BTSKIN_06XY = [104,  0]     # State
  # Various Settings
  BTSKIN_01GS = 2             # HP Gauge Speed (Low values are fast)
  BTSKIN_02GS = 4             # MP Gauge Speed(Low values are fast)
  BTSKIN_04SS = 8             # HP Rolling Numbers Speed(Low values are fast)
  BTSKIN_05SS = 2             # MP Rolling Numbers Speed(Low values are fast)
  BTSKIN_04NS = 4             # HP Maximum Digits
  BTSKIN_05NS = 4             # MP Maximum Digits
  BTSKIN_06WH = [24,24]       # [State Width, Height]
  BTSKIN_06SC = 2             # State Icon Scroll Speed
                              # (Values close to 1 are fast)
  # ??????????
  def set_xy
    @x = []
    @y = []
    for i in 0...$game_party.members.size
      x = 0
      y = (i * 24)
      @x[i] = x + 16#+ STRRGSS2::ST_SX
      @y[i] = y + 16#+ STRRGSS2::ST_SY
    end
  end
  # ????????
  @@f = false
 
 
  #--------------------------------------------------------------------------
  # ? ?????
  #--------------------------------------------------------------------------
  alias initialize_str33 initialize
  def initialize(f = false)
    initialize_str33
    unless @@f
      @f = @@f = true
    else
      @f = false
    end
    set_xy
    @s_sprite = []
    @s_party = []
    @s_lv = []
    @opacity = 0
    self.contents.dispose
    self.create_contents
    self.back_opacity = 0
    self.opacity = 0
    #@column_max = $game_party.actors.size
    @viewport = Viewport.new(0, 416-128, 416, 128)
    @hpgw = (Cache.system(BTSKIN_01)).width
    @mpgw = (Cache.system(BTSKIN_02)).width
    @viewport.z = self.z - 1
    @state_opacity = []
    @item_max = $game_party.members.size
    return unless @f
    for i in 0...@item_max
      draw_item(i)
    end
    update
  end
  #--------------------------------------------------------------------------
  # ? ????????
  #--------------------------------------------------------------------------
  def refresh
    # :-)
  end
  #--------------------------------------------------------------------------
  # ? ???????
  #--------------------------------------------------------------------------
  def draw_actor_state(actor)
    icon = Cache.system("Iconset")
    w = actor.states.size * 24
    w = 24 if w < 1
    bitmap = Bitmap.new(w, BTSKIN_06WH[1])
    count = 0
    for state in actor.states
      icon_index = state.icon_index
      x = 24 * count
      rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
      bitmap.blt(x, 0, icon, rect)
      count += 1
    end
    return bitmap
  end
  #--------------------------------------------------------------------------
  # ? ????
  #--------------------------------------------------------------------------
  def name_bitmap(actor)
    bitmap = Bitmap.new(100, 24)
    bitmap.font.size = 16
    bitmap.draw_text_f(0, 0, 100, 24, actor.name)
    return bitmap
  end
  #--------------------------------------------------------------------------
  # ? ???????
  #--------------------------------------------------------------------------
  def state_size(actor)
    return actor.states.size
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def draw_item(index)
    return unless @f
    actor = $game_party.members[index]
    #
    @s_sprite[index] = []
    s = @s_sprite[index]
    # ??????
    s[0] = Sprite.new(@viewport)
    s[0].bitmap = Cache.system(BTSKIN_00)
    s[0].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_00XY[0]
    s[0].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_00XY[1]
    s[0].z = 0
    # HP
    s[1] = Sprite.new(@viewport)
    s[1].bitmap = Cache.system(BTSKIN_01)
    s[1].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_01XY[0]
    s[1].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_01XY[1]
    s[1].z = 4
    w = s[1].bitmap.width
    h = s[1].bitmap.height / 2
    s[1].src_rect.set(0, 0, w, h)
    s[2] = Sprite.new(@viewport)
    s[2].bitmap = Cache.system(BTSKIN_01)
    s[2].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_01XY[0]
    s[2].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_01XY[1]
    s[2].z = 3
    s[2].src_rect.set(0, h, w, h)
    s[11] = 96
    s[6] = Sprite_strNumbers.new(@viewport, BTSKIN_04, BTSKIN_04NS)
    s[6].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_04XY[0]
    s[6].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_04XY[1]
    s[6].z = 5
    s[13] = actor.hp
    s[6].update(s[13])
    # MP
    s[3] = Sprite.new(@viewport)
    s[3].bitmap = Cache.system(BTSKIN_02)
    s[3].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_02XY[0]
    s[3].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_02XY[1]
    s[3].z = 4
    w = s[3].bitmap.width
    h = s[3].bitmap.height / 2
    s[3].src_rect.set(0, 0, w, h)
    s[4] = Sprite.new(@viewport)
    s[4].bitmap = Cache.system(BTSKIN_02)
    s[4].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_02XY[0]
    s[4].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_02XY[1]
    s[4].z = 3
    s[4].src_rect.set(0, h, w, h)
    s[12] = 56
    s[7] = Sprite_strNumbers.new(@viewport, BTSKIN_05, BTSKIN_05NS)
    s[7].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_05XY[0]
    s[7].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_05XY[1]
    s[7].z = 5
    s[14] = actor.mp
    s[7].update(s[14])
    # ????
    s[5] = Viewport.new(0, 0, BTSKIN_06WH[0], BTSKIN_06WH[1])
    s[5].rect.x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_06XY[0] + @viewport.rect.x
    s[5].rect.y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_06XY[1] + @viewport.rect.y
    s[5].z = @viewport.z + 1
    s[8] = Sprite.new(@viewport)
    s[8].bitmap = Cache.system(BTSKIN_03)
    s[8].x = @x[index] + BTSKIN_B_XY[0] + BTSKIN_03XY[0]
    s[8].y = @y[index] + BTSKIN_B_XY[1] + BTSKIN_03XY[1]
    s[8].z = -2
    s[9] = Plane.new(s[5])
    s[9].bitmap = draw_actor_state(actor)
    s[10] = state_size(actor)
    # ?????????
    s[11] = ((@hpgw * (actor.hp / (actor.maxhp * 1.0))) + 1).truncate
    if actor.maxmp != 0
      s[12] = ((@mpgw * (actor.mp / (actor.maxmp * 1.0))) + 1).truncate
    else
      s[12] = 0
    end
    s[15] = Sprite.new(@viewport)
    s[15].bitmap = name_bitmap(actor)
    s[15].x = @x[index] + 4
    s[15].y = @y[index] + 2
    s[15].z = 0
    s[1].src_rect.width = s[11]
    s[2].src_rect.width = s[11]
    s[3].src_rect.width = s[12]
    s[4].src_rect.width = s[12]
    s[6].update(s[13])
    s[7].update(s[14])
    # ????
    for l in [0,1,2,3,4,8,9,15]
      s[l].opacity = 0
    end
    for l in [6,7]
      s[l].o = 0
    end
    # ????
    @s_lv[index] = actor.level
    @s_party[index] = [actor.name, actor.hp, actor.maxhp,
                       actor.mp, actor.maxmp, actor.states]
    #
  end
  #--------------------------------------------------------------------------
  # ? ????????
  #--------------------------------------------------------------------------
  def dispose       
    super
    return unless @f
    for i in 0...@s_sprite.size
      for l in [0,1,2,3,4,8,9,15]
        @s_sprite[i][l].bitmap.dispose
        @s_sprite[i][l].dispose
      end
      for l in [5,6,7]
        @s_sprite[i][l].dispose
      end
    end
    @@f = false
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def update
    super
    return unless @f
    for i in 0...@s_sprite.size
      s = @s_sprite[i]
      a = $game_party.members[i]
      m = @s_party[i]
      @state_opacity[i] = 0 if @state_opacity[i] == nil
      # ???????
      @state_opacity[i] += 8
      if @opacity < 272
        @opacity += 8
        for l in [0,1,2,3,4,15]
          s[l].opacity = @opacity
        end
        for l in [6,7]
          s[l].o = @opacity
        end
      end
      # ????
      if a.name != m[0]
        s[15].bitmap.dispose
        s[15].bitmap = name_bitmap(a)
        m[0] = a.name
      end
      # HP/MP??
      update_hp(s,a,m)
      update_mp(s,a,m)
      # ??????
      if s[10] > BTSKIN_06WH[0] / 24 and (Graphics.frame_count % BTSKIN_06SC) == 0
        s[9].ox += 1
      end
      if s[10] > 0 and @state_opacity[i] < 272
        for l in [8,9]
          s[l].opacity = @state_opacity[i]
        end
      end
      if a.states != m[5]
        m[5] = a.states
        s[9].ox = 0
        s[9].bitmap.dispose
        s[9].bitmap = draw_actor_state($game_party.members[i])
        s[10] = state_size($game_party.members[i])
        @state_opacity[i] = 0
        for l in [8,9]
          s[l].opacity = @state_opacity[i]
        end
      end
    end
  end
  #--------------------------------------------------------------------------
  # ? ?????? (HP)
  #--------------------------------------------------------------------------
  def update_hp(s,a,m)
    # HP????
    if a.hp != s[13]
      c = 0; c = 1 if a.hp < a.maxhp / 4; c = 2 if a.hp == 0
      if s[13] > a.hp
        s[13] -= BTSKIN_04SS
        s[13] = a.hp if s[13] < a.hp
      else
        s[13] += BTSKIN_04SS
        s[13] = a.hp if s[13] > a.hp
      end
      s[6].update(s[13], c)
    end
    # HP
    if a.hp != m[1]
      s[11] = ((@hpgw * (a.hp / (a.maxhp * 1.0))) + 1).truncate
      m[1] = a.hp
    end
    sr = s[1].src_rect
    if sr.width != s[11]
      sp = BTSKIN_01GS
      sr.width = (s[11] + (s[1].src_rect.width * (sp - 1))) / sp
      sr.width = 2 if sr.width <= 1 and a.hp > 0
    end
    sr = s[2].src_rect
    sp = 2
    if sr.width != s[1].src_rect.width and (Graphics.frame_count % sp) == 0
      if sr.width < s[1].src_rect.width
        sr.width += 1
      else
        sr.width -= 1
      end
    end
    sr.width = 2 if sr.width <= 1 and a.hp > 0
  end
  #--------------------------------------------------------------------------
  # ? ?????? (MP)
  #--------------------------------------------------------------------------
  def update_mp(s,a,m)
    # MP????
    if a.mp != s[14]
      c = 0; c = 1 if a.mp < a.maxmp / 4
      if s[14] > a.mp
        s[14] -= BTSKIN_05SS
        s[14] = a.mp if s[14] < a.mp
      else
        s[14] += BTSKIN_05SS
        s[14] = a.mp if s[14] > a.mp
      end
      s[7].update(s[14], c)
    end
    # MP
    if a.mp != m[3]
      if a.maxmp != 0
        s[12] = ((@mpgw * (a.mp / (a.maxmp * 1.0))) + 1).truncate
      else
        s[12] = 0
      end
      m[3] = a.mp
    end
    sr = s[3].src_rect
    if sr.width != s[12]
      sp = BTSKIN_02GS
      sr.width = (s[12] + (s[3].src_rect.width * (sp - 1))) / sp
      sr.width = 2 if sr.width <= 1 and a.mp > 0
    end
    sr = s[4].src_rect
    sp = 2
    if sr.width != s[3].src_rect.width and (Graphics.frame_count % sp) == 0
      if sr.width < s[3].src_rect.width
        sr.width += 1
      else
        sr.width -= 1
      end
    end
    sr.width = 2 if sr.width <= 1 and a.mp > 0
  end
end

#==============================================================================
# ¦ Sprite_strNumber
#==============================================================================
class Sprite_strNumber < Sprite
  #--------------------------------------------------------------------------
  # ? ?????????
  #--------------------------------------------------------------------------
  def initialize(v, gra, n = 0)
    @n = n
    super(v)
    self.bitmap = Cache.system(gra)
    @w = self.bitmap.width/10
    @h = self.bitmap.height/3
    self.src_rect = Rect.new(@n*@w, 0, @w, @h)
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def update(n = -1, c = 0)
    @n = n
    self.src_rect.x = @n*@w
    self.src_rect.y = c*@h
  end
end
#==============================================================================
# ¦ Sprite_strNumbers
#==============================================================================
class Sprite_strNumbers
  attr_accessor :x
  attr_accessor :y
  attr_accessor :z
  attr_accessor :o
  #--------------------------------------------------------------------------
  # ? ?????????
  #--------------------------------------------------------------------------
  def initialize(v, gra, n = 4, s = 0)
    @n = n # ??
    @x = 0
    @y = 0
    @z = 0
    @o = 255
    @sprite = []
    # ????
    b = Cache.system(gra)
    @s = b.width / 10 - s
    # ???????
    for i in 0...n
      @sprite[i] = Sprite_strNumber.new(v, gra)
    end
    update
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def update(v = 0, c = 0)
    val = []
    # ????????
    for i in 0...@n
      if (10 ** (i)) == 0
        val[i] = v % 10
      else
        val[i] = v / (10 ** (i)) % 10
      end
    end
    val = val.reverse
    # ???0?????
    for i in 0...@n
      if val[i] == 0 and @n != i + 1
        val[i] = -1
      else
        break
      end
    end
    # ???????
    for i in 0...@n
      @sprite[i].update(val[i], c)
      @sprite[i].x = @x + (i * @s)
      @sprite[i].y = @y
      @sprite[i].z = @z
      @sprite[i].opacity = @o
    end
  end
  #--------------------------------------------------------------------------
  # ? ???????
  #--------------------------------------------------------------------------
  def o=(val)
    @o = val
    for i in 0...@n
      @sprite[i].opacity = @o
    end
  end
  #--------------------------------------------------------------------------
  # ? ????????
  #--------------------------------------------------------------------------
  def dispose
    for i in 0...@sprite.size
      @sprite[i].bitmap.dispose
      @sprite[i].dispose
    end
  end
end

Ich habe jetzt zwar nicht die Bilder aber werde bald suchen und die dann verpacken und dann für dich bei Rapidshare hochladen :D.

mfg


Treffen sich 2 stumme sagt der eine: " ".
Darauf der andere: " ".

Re: Takentai Sideview Lebens und Magieanzeige ändern???

Offline Dennvo

  • Exikutive-Maker
  • Database-Verunstalter
  • **
  • Beiträge: 124
  • Aktuelles Projekt: Lumenia Remake!
    • http://www.craften.de
Re: Takentai Sideview Lebens und Magieanzeige ändern???
« Antwort #2 am: Oktober 19, 2009, 19:33:10 »
Cool danke, du weißt garnicht wie glücklich ich jetzt bin, vielen vielen vielen vielen herzlichen Dank.
Werde das irgendwann irgendwie gut machen^^


~Ok, schön ^^
Aber das nächstemal bitte in "Schnelle Frage, schnelle Antwort", hier sollten Scriptanfragen keine eigenen Themen bekommen, sonst überläuft das hier an neuen Themen Das nächstemal verschiebe ich dann ohne Kommentar und Verwarne die Person. Also Achtung!

Closed.

MfG, Colo


« Letzte Änderung: Oktober 19, 2009, 19:40:00 von Colonios »

 


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