[Script] ventana final combate 2 [KGC]
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[Script] ventana final combate 2 [KGC]
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
jirachi- Hijo De Artemisa
- Cantidad de envíos : 55
Localización : perdido,si me encuentran avisenme.
Fecha de inscripción : 10/03/2008
Re: [Script] ventana final combate 2 [KGC]
Holas!!
Esta bueno el script, lo usaré en algun proyecto.
PD desaparece.
Esta bueno el script, lo usaré en algun proyecto.
PD desaparece.
PepDracko- Hijo De Artemisa
- Cantidad de envíos : 66
Edad : 28
Localización : In your room, above your sister
Fecha de inscripción : 10/03/2008
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