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    [RGSS2] New Visual Battle

    PaiN*-*
    PaiN*-*
    Kirby
    Kirby


    Mensagens : 48
    Fama : 3
    Data de inscrição : 20/04/2010
    Idade : 28
    Localização : Monte Sião - MG

    [RGSS2] New Visual Battle Empty [RGSS2] New Visual Battle

    Mensagem por PaiN*-* Ter Abr 20, 2010 3:28 pm

    Esse script faz essa modificação:
    [RGSS2] New Visual Battle Quefeiuuu
    ------------------------------------------------------------------------------------
    [RGSS2] New Visual Battle Quebunitoxd
    ____________________________________________________________________________________
    SCRIPT:
    Código:

    =begin
    ################################################################################
    Script New Visual Battle - Por João Neto - www.jogosrpg.com.br

    Este Script faz uma pequena modificação na batalha, exibindo
    as faces dos heróis. Com ele, Todas as chamadas ao método
    draw_actor_face agora possuem opacidade, podendo adicionar
    este parametro em outros lugares do Script em geral.

    Para usar, apenas Cole Acima do Main.
    ################################################################################
    =end
    class Window_Base < Window
     def draw_face(face_name, face_index, x, y, size = 96, opacity = 255)
      bitmap = Cache.face(face_name)
      rect = Rect.new(0, 0, 0, 0)
      rect.x = face_index % 4 * 96 + (96 - size) / 2
      rect.y = face_index / 4 * 96 + (96 - size) / 2
      rect.width = size
      rect.height = size
      self.contents.blt(x, y, bitmap, rect,opacity)
      bitmap.dispose
     end
      def draw_actor_face(actor, x, y, size = 96, opacity = 255)
      draw_face(actor.face_name, actor.face_index, x, y, size, opacity)
     end
    end

    class Window_BattleStatus < Window_Selectable
     
     def initialize
      super(0, 0, 416, 128)
      @column_max = 4
      @spacing = 0
      refresh
      self.active = false
     end
     def refresh
      self.contents.clear
      @item_max = $game_party.members.size
      for i in 0...@item_max
        draw_faces(i)
      end
      for i in 0...@item_max
        draw_item(i)
      end
     end
     def draw_faces(index)
      actor = $game_party.members[index]
      draw_actor_face(actor, actor.index * 96 + 2, 0, 96, 100)
     end
     def draw_item(index)
      self.contents.font.color = normal_color
      actor = $game_party.members[index]
      draw_actor_name(actor, index * 96 + 2, 0)
      draw_actor_state(actor, index * 96 + 2, 18, 48)
      draw_actor_hp(actor, index * 96 + 2, 56, 86)
      draw_actor_mp(actor, index * 96 + 2, 74, 86)
     end
    end

    T+.

      Data/hora atual: Dom Out 06, 2024 11:13 pm