Mostrar status no mapa
5 participantes
Brasil G4mes :: Scripts :: Scripts RGSS2
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Mostrar status no mapa
Um script muito facil de usar e bem interessante
Creditos:DAIpage
Introduçao:
Este script mostra um mini-menu com o status do grupo de personagens no mapa. O menu pode ser ativado e desativado pressionando a tecla A ou através de switch.
Instruçoes:
Apenas cole acima de main
Screen
Script:
Creditos:DAIpage
Introduçao:
Este script mostra um mini-menu com o status do grupo de personagens no mapa. O menu pode ser ativado e desativado pressionando a tecla A ou através de switch.
Instruçoes:
Apenas cole acima de main
Screen
- Spoiler:
Script:
- Código:
#==============================================================================
# Status no Mapa
#------------------------------------------------------------------------------
# Criado por DAIPage
# Versão 1.0
#==============================================================================
#==============================================================================
# Configuração
#------------------------------------------------------------------------------
MS_OPTION = 1 # Switch para ativar/desativar o menu
MS_B = Input::X # Tecla para ativar/desativar o menu
MS_OPACITY = 255 # Transparência da janela
MS_FONTSIZE = 18 # Tamanho da fonte
MS_FONTNAME = "UmePlus Gothic" # Fonte utilizada
MS_Y = 288 # Posição da janela (vertical)
#==============================================================================
class Scene_Map
alias update_call_menu_new update_call_menu
def update_call_menu
update_call_menu_new
if Input.trigger?(MS_B)
return if $game_map.interpreter.running?
return if $game_system.menu_disabled
map_status_option
end
end
def map_status_option
$game_switches[MS_OPTION] ^= true
Sound.play_decision
end
alias main_map_status main
def main
@window_map_status = Window_MapStatus.new
main_map_status
@window_map_status.dispose
end
alias update_map_status update
def update
if $game_map.interpreter.running? or $game_switches[MS_OPTION]
@window_map_status.visible = false
update_map_status
else
if $game_party.members.size == 0
update_map_status
else
@window_map_status.visible = true
map_status_data
update_map_status
end
end
end
def map_status_data
if @map_status_5 != $game_party.members.size
@map_status_5 = $game_party.members.size
flag = true
end
if $game_party.members.size >= 1
actor = $game_party.members[0]
st_name = @window_map_status.map_status_1[0] != actor.name
st_hp = @window_map_status.map_status_1[1] != actor.hp
st_maxhp = @window_map_status.map_status_1[2] != actor.maxhp
st_mp = @window_map_status.map_status_1[3] != actor.mp
st_maxmp = @window_map_status.map_status_1[4] != actor.maxmp
st_st = @window_map_status.map_status_1[5] != actor.states
if st_name or st_hp or st_maxhp or st_mp or st_maxmp or st_st
@window_map_status.map_status_1[0] = actor.name
@window_map_status.map_status_1[1] = actor.hp
@window_map_status.map_status_1[2] = actor.maxhp
@window_map_status.map_status_1[3] = actor.mp
@window_map_status.map_status_1[4] = actor.maxmp
@window_map_status.map_status_1[5] = actor.states
flag = true
end
end
if $game_party.members.size >= 2
actor = $game_party.members[1]
st_name = @window_map_status.map_status_2[0] != actor.name
st_hp = @window_map_status.map_status_2[1] != actor.hp
st_maxhp = @window_map_status.map_status_2[2] != actor.maxhp
st_mp = @window_map_status.map_status_2[3] != actor.mp
st_maxmp = @window_map_status.map_status_2[4] != actor.maxmp
st_st = @window_map_status.map_status_2[5] != actor.states
if st_name or st_hp or st_maxhp or st_mp or st_maxmp or st_st
@window_map_status.map_status_2[0] = actor.name
@window_map_status.map_status_2[1] = actor.hp
@window_map_status.map_status_2[2] = actor.maxhp
@window_map_status.map_status_2[3] = actor.mp
@window_map_status.map_status_2[4] = actor.maxmp
@window_map_status.map_status_2[5] = actor.states
flag = true
end
end
if $game_party.members.size >= 3
actor = $game_party.members[2]
st_name = @window_map_status.map_status_3[0] != actor.name
st_hp = @window_map_status.map_status_3[1] != actor.hp
st_maxhp = @window_map_status.map_status_3[2] != actor.maxhp
st_mp = @window_map_status.map_status_3[3] != actor.mp
st_maxmp = @window_map_status.map_status_3[4] != actor.maxmp
st_st = @window_map_status.map_status_3[5] != actor.states
if st_name or st_hp or st_maxhp or st_mp or st_maxmp or st_st
@window_map_status.map_status_3[0] = actor.name
@window_map_status.map_status_3[1] = actor.hp
@window_map_status.map_status_3[2] = actor.maxhp
@window_map_status.map_status_3[3] = actor.mp
@window_map_status.map_status_3[4] = actor.maxmp
@window_map_status.map_status_3[5] = actor.states
flag = true
end
end
if $game_party.members.size >= 4
actor = $game_party.members[3]
st_name = @window_map_status.map_status_4[0] != actor.name
st_hp = @window_map_status.map_status_4[1] != actor.hp
st_maxhp = @window_map_status.map_status_4[2] != actor.maxhp
st_mp = @window_map_status.map_status_4[3] != actor.mp
st_maxmp = @window_map_status.map_status_4[4] != actor.maxmp
st_st = @window_map_status.map_status_4[5] != actor.states
if st_name or st_hp or st_maxhp or st_mp or st_maxmp or st_st
@window_map_status.map_status_4[0] = actor.name
@window_map_status.map_status_4[1] = actor.hp
@window_map_status.map_status_4[2] = actor.maxhp
@window_map_status.map_status_4[3] = actor.mp
@window_map_status.map_status_4[4] = actor.maxmp
@window_map_status.map_status_4[5] = actor.states
flag = true
end
end
@window_map_status.refresh if flag
end
end
class Window_MapStatus < Window_Base
attr_accessor:map_status_1
attr_accessor:map_status_2
attr_accessor:map_status_3
attr_accessor:map_status_4
attr_accessor:map_status_5
def initialize
@map_status_size = 0
win_width = $game_party.members.size * 136
super(0, MS_Y, win_width, 128)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = MS_OPACITY
@map_status_1 = []
@map_status_2 = []
@map_status_3 = []
@map_status_4 = []
@map_status_5 = []
data
refresh
end
def data
@map_status_5 = $game_party.members.size
if $game_party.members.size > 0
actor = $game_party.members[0]
@map_status_1 = [actor.name, actor.hp, actor.maxhp, actor.mp, actor.maxmp, actor.states]
end
if $game_party.members.size > 1
actor = $game_party.members[1]
@map_status_2 = [actor.name, actor.hp, actor.maxhp, actor.mp, actor.maxmp, actor.states]
end
if $game_party.members.size > 2
actor = $game_party.members[2]
@map_status_3 = [actor.name, actor.hp, actor.maxhp, actor.mp, actor.maxmp, actor.states]
end
if $game_party.members.size > 3
actor = $game_party.members[3]
@map_status_4 = [actor.name, actor.hp, actor.maxhp, actor.mp, actor.maxmp, actor.states]
end
end
def refresh
last_map_status_size = @map_status_size
@map_status_size = $game_party.members.size
if @map_status_size != last_map_status_size
self.width = 136 * @map_status_size
create_contents
else
self.contents.clear
end
@item_max = $game_party.members.size
for i in 0...$game_party.members.size
actor = $game_party.members[i]
actor_x = i * 136 + 4
self.contents.font.size = MS_FONTSIZE
self.contents.font.name = MS_FONTNAME
draw_actor_name(actor, actor_x, 0)
draw_actor_hp_custom(actor, actor_x, 25, 100)
draw_actor_mp_custom(actor, actor_x, 50, 100)
draw_actor_state(actor, actor_x, 75)
end
end
end
class Window_Base < Window
def draw_actor_hp_custom(actor, x, y, width = 100)
draw_actor_hp_gauge(actor, x, y, width)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 30, WLH, Vocab::hp_a)
self.contents.font.color = hp_color(actor)
xr = x + width
if width < 100
self.contents.draw_text(xr - 40, y, 40, WLH, actor.hp, 2)
else
self.contents.draw_text(xr - 90, y, 40, WLH, actor.hp, 2)
self.contents.font.color = normal_color
self.contents.draw_text(xr - 50, y, 10, WLH, "/", 2)
self.contents.draw_text(xr - 40, y, 40, WLH, actor.maxhp, 2)
end
end
def draw_actor_mp_custom(actor, x, y, width = 100)
draw_actor_mp_gauge(actor, x, y, width)
self.contents.font.color = system_color
self.contents.draw_text(x, y, 30, WLH, Vocab::mp_a)
self.contents.font.color = mp_color(actor)
xr = x + width
if width < 100
self.contents.draw_text(xr - 40, y, 40, WLH, actor.mp, 2)
else
self.contents.draw_text(xr - 90, y, 40, WLH, actor.mp, 2)
self.contents.font.color = normal_color
self.contents.draw_text(xr - 50, y, 10, WLH, "/", 2)
self.contents.draw_text(xr - 40, y, 40, WLH, actor.maxmp, 2)
end
end
end
Ryuuzaki- Membro
- Mensagens : 51
Fama : 13
Re: Mostrar status no mapa
eu naum achei muito util , mais pra quem ta começando no scripter é legal pq é um script mais facil
Re: Mostrar status no mapa
legal kra eu achei bem enteressante!!!!
não é assim tbm pedro!!!!
é legal o sistema dele muito showsinho!!!
não é assim tbm pedro!!!!
é legal o sistema dele muito showsinho!!!
Alisson bad- Membro
- Mensagens : 373
Fama : 12
Re: Mostrar status no mapa
PedR0 escreveu:eu naum achei muito util , mais pra quem ta começando no scripter é legal pq é um script mais facil
[²]
Tyriel- Membro
- Mensagens : 566
Fama : 19
Re: Mostrar status no mapa
Achei meio feio :/
Ocupa muito espaço na tela
Ocupa muito espaço na tela
Brutus_BK- Membro
- Mensagens : 75
Fama : 8
Re: Mostrar status no mapa
pq??? eu acho meio inovador pq é bem legal, tipo em playstation aparecem status na tela e é muito legal saber q em rpg da prav por tbm!!
aafffss!!
aafffss!!
Alisson bad- Membro
- Mensagens : 373
Fama : 12
Re: Mostrar status no mapa
a pinish da um desconto o cara só quer ser util e não é tão ruim é até bem legal mas o senhor q fica falando q é ruim!!!!
Alisson bad- Membro
- Mensagens : 373
Fama : 12
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Brasil G4mes :: Scripts :: Scripts RGSS2
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