Avoir les jauges de HP, SP, EXP rubrique Etat
Ce script vient de le factory
http://rpgmakerxp-factory.net
Pour mettre les barres de Pv, SP et EXP dans la rubrique Status(ou Etat) du RingMenu,
il suffit de rajouter au dessous de la ligne 30
de Window_Status
la ligne
draw_actor_hp_meter(@actor,x,y+140,160)
pour les HP
draw_actor_sp_meter(@actor,x,y+180,160)
pour les SP
draw_actor_exp_meter(@actor,x,y+132,190)
pour l'exp
le probleme c'est qu'il faut modifier les axe X et Y pour que les barres soit bien mise donc si vous voulez vous pouvez carrement remplacer le scrîpt Window_Status par
#==============================================================================
# ■ Window_Status
#------------------------------------------------------------------------------
# ステータス画面で表示する、フル仕様のステータスウィンドウです。
#==============================================================================
class Window_Status < Window_Base
#--------------------------------------------------------------------------
# ● オブジェクト初期化
# actor : アクター
#--------------------------------------------------------------------------
def initialize(actor)
super(0, 0, 640, 480)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
@actor = actor
refresh
end
#--------------------------------------------------------------------------
# ● リフレッシュ
#--------------------------------------------------------------------------
def refresh
self.contents.clear
draw_actor_graphic(@actor, 40, 98)
draw_actor_name(@actor, 4, 0)
draw_actor_class(@actor, 4 + 144, 0)
draw_actor_level(@actor, 80, 32)
draw_actor_hp(@actor, 20, 112, 172)
draw_actor_sp(@actor, 20, 154, 172)
draw_actor_hp_meter(@actor,x,y+140,160)
draw_actor_sp_meter(@actor,x,y+180,160)
draw_actor_exp_meter(@actor,x,y+132,190)
draw_actor_parameter(@actor, 20, 192, 0)
draw_actor_parameter(@actor, 20, 224, 1)
draw_actor_parameter(@actor, 20, 256, 2)
draw_actor_parameter(@actor, 20, 304, 3)
draw_actor_parameter(@actor, 20, 336, 4)
draw_actor_parameter(@actor, 20, 368, 5)
draw_actor_parameter(@actor, 20, 400, 6)
self.contents.font.color = system_color
self.contents.draw_text(80, 55, 110, 32, "Expérience : ")
self.contents.draw_text(80, 75, 130, 32, "Niveau suivant : ")
self.contents.font.color = normal_color
self.contents.draw_text(100 + 85, 55, 84, 32, @actor.exp_s, 2)
self.contents.draw_text(100 + 79, 75, 84, 32, @actor.next_rest_exp_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(320, 25, 196, 32, "Equipement : ")
draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 50)
draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 80)
draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 110)
draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 140)
draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 170)
end
def dummy
self.contents.font.color = system_color
self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon)
self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1)
self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2)
self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3)
self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4)
draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 50)
draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 80)
draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 110)
draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 140)
draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 170)
end
end
Ajouté par Amathlog
le
17/05/2007 à 10:38:23
Vu
4275
fois
Dernière modification par Amathlog
le
17/05/2007 à 11:37:15
(édité 1 fois !)
Page: 1
Pseudo a écrit:
ça marche pas ton truc
Message posté le 24/08/2018 à 15:38:24 IP: 90.28.193.63