[Script] ventana final combate 2 [KGC]

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[Script] ventana final combate 2 [KGC]

Mensaje  jirachi el Dom Mar 23, 2008 7:27 pm

weno,otro script parecido al otro de ventana final de combate,requiere el modulo KGC.

Código:

#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#_/  ◆リザルト画面改造 - KGC_ResultAlter◆
#_/----------------------------------------------------------------------------
#_/ リザルト画面を改造します。
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/

$imported = {} if $imported == nil
$imported["ResultAlter"] = true

#==============================================================================
# ■ Window_BattleStatus
#==============================================================================

class Window_BattleStatus < Window_Base
 #--------------------------------------------------------------------------
 # ● 公開インスタンス変数
 #--------------------------------------------------------------------------
 attr_reader  :level_up_flags          # レベルアップフラグ
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Window_BattleResult
#==============================================================================

class Window_BattleResult < Window_Base
 #--------------------------------------------------------------------------
 # ● オブジェクト初期化
 #    exp      : EXP
 #    gold      : ゴールド
 #    treasures : トレジャー
 #--------------------------------------------------------------------------
 def initialize(exp, gold, treasures)
  @exp = exp
  @gold = gold
  @treasures = treasures
  @level_up_flags = [false, false, false, false, false]
  @gold_window = Window_Gold.new
  @gold_window.x = 480
  @gold_window.back_opacity = 160
  @gold_window.z = 3000
  super(0, 0, 640, 480)
  self.contents = Bitmap.new(width - 32, height - 32)
  self.back_opacity = 160
  self.visible = false
  self.z = 2000
 end
 #--------------------------------------------------------------------------
 # ● 解放
 #--------------------------------------------------------------------------
 def dispose
  @gold_window.dispose
  super
 end
 #--------------------------------------------------------------------------
 # ● 可視/不可視
 #--------------------------------------------------------------------------
 def visible=(n)
  @gold_window.visible = n
  super
 end
 #--------------------------------------------------------------------------
 # ● レベルアップフラグの設定
 #    actor_index : アクターインデックス
 #--------------------------------------------------------------------------
 def level_up(actor_index)
  @level_up_flags[actor_index] = true
 end
 #--------------------------------------------------------------------------
 # ● リフレッシュ
 #    last_level : 上昇前のレベル配列
 #--------------------------------------------------------------------------
 def refresh(last_level)
  self.contents.clear
  x = 0
  # 経験値2倍ボーナス(1)が入っている場合
  if $imported["BonusGauge"] && $game_temp.bonus_effects.include?(1)
    self.contents.font.color = text_color(6)
  else
    self.contents.font.color = normal_color
  end
  cx = contents.text_size(@exp.to_s).width
  self.contents.draw_text(x, 0, cx, 32, @exp.to_s)
  x += cx + 4
  self.contents.font.color = system_color
  cx = contents.text_size("EXP").width
  self.contents.draw_text(x, 0, 64, 32, "EXP")
  x += cx + 16
  # 金2倍ボーナス(2)が入っている場合
  if $imported["BonusGauge"] && $game_temp.bonus_effects.include?(2)
    self.contents.font.color = text_color(6)
  else
    self.contents.font.color = normal_color
  end
  cx = contents.text_size(@gold.to_s).width
  self.contents.draw_text(x, 0, cx, 32, @gold.to_s)
  x += cx + 4
  self.contents.font.color = system_color
  self.contents.draw_text(x, 0, 128, 32, $data_system.words.gold)
  # アイテム入手率上昇ボーナス(3)が入っている場合
  if $imported["BonusGauge"] && $game_temp.bonus_effects.include?(3)
    self.contents.fill_rect(0, 32, 608, 96, Color.new(255, 255, 128, 64))
  end
  x = 0; y = 32
  for item in @treasures
    draw_item_name(item, x, y)
    y += 32
    if y == 128
      x += 224; y = 32
    end
  end
  # キャラクター情報を描画
  y = 128
  for i in 0...$game_party.actors.size
    actor = $game_party.actors[i]
    self.contents.font.color = system_color
    self.contents.draw_text(128, y, 32, 32, "Nv.")
    self.contents.draw_text(0, y + 32, 32, 32, $data_system.words.hp)
    self.contents.draw_text(96, y + 32, 32, 32, $data_system.words.sp)
    self.contents.font.color = normal_color
    self.contents.draw_text(0, y, 120, 32, actor.name)
    self.contents.draw_text(160, y, 24, 32, actor.level.to_s)
    self.contents.draw_text(32, y + 32, 48, 32, actor.maxhp.to_s, 2)
    self.contents.draw_text(128, y + 32, 48, 32, actor.maxsp.to_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(192, y, 80, 32, "EXP")
    self.contents.font.color = normal_color
    self.contents.draw_text(192 + 80, y, 84, 32, actor.exp_s, 2)
    if @level_up_flags[i]
      self.contents.font.color = text_color(6)
      self.contents.draw_text(192, y + 32, 120, 32, "¡SUBE NIVEL!")
      # クラス取得
      actor_class = $data_classes[actor.class_id]
      # 修得するスキルを確認
      @learn_skills = []
      for j in 0...actor_class.learnings.size
        learn_skill = actor_class.learnings[j]
        # 今回のレベルアップで修得するスキルをリストに追加
        if actor.level >= learn_skill.level && last_level[i] < learn_skill.level
          @learn_skills.push(learn_skill.skill_id)
        end
      end
      unless @learn_skills == []
        # ウィンドウに描画
        self.contents.font.size = 16
        self.contents.font.color = text_color(3)
        self.contents.draw_text(360, y + 8, 48, 32, "Nueva", 1)
        self.contents.draw_text(360, y + 28, 48, 32, "Habilidad", 1)
        self.contents.font.color = normal_color
        sy = y + (20 - [@learn_skills.size - 1, 2].min * 10)
        for j in 0...[@learn_skills.size, 3].min
          skill = $data_skills[@learn_skills[j]]
          icon = RPG::Cache.icon(skill.icon_name)
          dest_rect = Rect.new(408, sy + j * 20, 20, 20)
          src_rect = Rect.new(0, 0, 24, 24)
          self.contents.stretch_blt(dest_rect, icon, src_rect)
          self.contents.draw_text(428, sy - 4 + j * 20, 180, 32, skill.name)
        end
        self.contents.font.size = 22
      end
    else
      self.contents.font.color = system_color
      self.contents.draw_text(192, y + 32, 80, 32, "PROX.")
      self.contents.font.color = normal_color
      self.contents.draw_text(192 + 80, y + 32, 84, 32, actor.next_rest_exp_s, 2)
    end
    y += 64
  end
 end
end

#★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★

#==============================================================================
# ■ Scene_Battle (分割定義 2)
#==============================================================================

class Scene_Battle
 #--------------------------------------------------------------------------
 # ● アフターバトルフェーズ開始
 #--------------------------------------------------------------------------
 alias start_phase5_KGC_ResultAlter start_phase5
 def start_phase5
  # 元のレベルを保存
  actor_last_level = []
  for i in 0...$game_party.actors.size
    actor_last_level[i] = $game_party.actors[i].level
  end

  # 元の処理を実行
  start_phase5_KGC_ResultAlter

  # レベルアップ判定
  for i in 0...$game_party.actors.size
    if @status_window.level_up_flags[i]
      @result_window.level_up(i)
    end
  end
  @result_window.refresh(actor_last_level)
 end
end
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jirachi
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Fecha de inscripción : 10/03/2008

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Re: [Script] ventana final combate 2 [KGC]

Mensaje  PepDracko el Dom Mar 30, 2008 9:35 pm

Holas!!

Esta bueno el script, lo usaré en algun proyecto.

PD desaparece.

PepDracko
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Hijo De Artemisa

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