Items Book and Bestiary system, System based in DG8 |
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Jan 22 2009, 03:07 PM
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Group: Member
Posts: 4
Type: Scripter
RM Skill: Advanced

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Bestiary and Items Book by Cold If you use this script, it’s essential that you give the credits to the creator. CharacteristicsThis script creates a Bestiary and Items Book that is possible to see information of monsters and items. It have also a system the monsters drop limitless items. And also a system of treasures. ScreenshotsInstructionsCustomization in Script. Like too has the system of treasure, to the item to be considered a treasure, it must have a attribute called treasure. (Customizable in Script) ScriptsInsert this Script above main (Cold Module): CODE ####################################################################### ######### ################################################################################ ########################### Cold Module ######################################## ################################################################################ ################################################################################ #=============================================================================== # By Cold Strong #=============================================================================== # Cold Module #------------------------------------------------------------------------------- # This script count some functions used by my scripts # Obs: It is some imcomplete... #===============================================================================
class Customs_Data attr_accessor :actors attr_accessor :classes attr_accessor :skills attr_accessor :items attr_accessor :weapons attr_accessor :armors attr_accessor :enemies attr_accessor :troops attr_accessor :states attr_accessor :animations attr_accessor :tilesets attr_accessor :common_events attr_accessor :system attr_accessor :map_infos attr_accessor :maps def initialize @actors = load_data("Data/Actors.rxdata") @classes = load_data("Data/Classes.rxdata") @skills = load_data("Data/Skills.rxdata") @items = load_data("Data/Items.rxdata") @weapons = load_data("Data/Weapons.rxdata") @armors = load_data("Data/Armors.rxdata") @enemies = load_data("Data/Enemies.rxdata") @troops = load_data("Data/Troops.rxdata") @states = load_data("Data/States.rxdata") @animations = load_data("Data/Animations.rxdata") @tilesets = load_data("Data/Tilesets.rxdata") @common_events = load_data("Data/CommonEvents.rxdata") @system = load_data("Data/System.rxdata") @maps = {} for i in 1..999 number = sprintf("%03d", i) if FileTest.exist?("Data/Map#{number}.rxdata") @maps[i] = load_data("Data/Map#{number}.rxdata") else break end end @map_infos = load_data("Data/MapInfos.rxdata") end def [](str) return @customs_data[str] end end
module Cold $data = Customs_Data.new end
class Window_Base < Window #-------------------------------------------------------------------------- # - Desenhar Gráfico # # t : Texto a ser feita as linhas # width : Largura máxima da linha # # - Ele retorna uma array, em que cada elemento é uma string # com a largura desejada. #-------------------------------------------------------------------------- def lines(t, width) text = t.clone x = self.contents.text_size(text).width / width x += 1 if self.contents.text_size(text).width % width > 0 texts = [] for i in 0...x texts.push("") end for i in 0...texts.size words = text.split(" ") return_text = "" for w in 0...words.size word = words[w] x = "!@$%¨&*()" return_text += word + x + " " return_text2 = return_text.gsub(x,"") t_width = self.contents.text_size(return_text2).width if t_width > width texts[i] = return_text.gsub(" "+word+x, "") text.gsub!(texts[i], "") break elsif w == words.size - 1 texts[i] = return_text.gsub(x+" ", "") text.gsub!(texts[i], "") break else return_text.gsub!(word+x, word) end end end return texts end def draw_text_in_lines(x, y_initial, width, height, text) lines = lines(text, width) y = y_initial for text_line in lines self.contents.draw_text(x, y, width, height, text_line) y += height end end end After, insert this other script above main and below previous script: Script is Attachments cause it's very bigHow to use:To call the Items Menu: $scene = Scene_ItemsBook.new To call the Bestiary Menu: $scene = Scene_Bestiary.new Obs.: It’s necessary a picture in the directory Graphics/Pictures to be a background of menus. To change the name of picture, go to the line 42 of Script. Demo CreditsCold Strong (me)
This post has been edited by Cold: Jan 23 2009, 02:55 PM
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Jan 23 2009, 06:27 AM
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Level 5

Group: Member
Posts: 71
Type: Scripter
RM Skill: Beginner

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Verry Cool Cold Strong =D Braziliam scripters rulez Sua biba.. Bye and congratulations
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Jan 23 2009, 03:22 PM
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Level 5

Group: Member
Posts: 71
Type: Scripter
RM Skill: Beginner

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First, paste this script above the Main, he changes the menu and add the option "Extra," where are the options "Bestiary" and "Items Book" CODE #============================================================================== # ** Scene_Menu #------------------------------------------------------------------------------ # This class performs menu screen processing. # Rafidelis EDit #==============================================================================
class Scene_Menu def main # Make command window s1 = $data_system.words.item s2 = $data_system.words.skill s3 = $data_system.words.equip s7 = "Extras" s4 = "Status" s5 = "Save" s6 = "End Game" @command_window = Window_Command.new(160, [s1, s2, s3,s7,s4, s5, s6]) @command_window.index = @menu_index @command_window.height = 230 # If number of party members is 0 if $game_party.actors.size == 0 # Disable items, skills, equipment, and status @command_window.disable_item(0) @command_window.disable_item(1) @command_window.disable_item(2) @command_window.disable_item(3) end # If save is forbidden if $game_system.save_disabled # Disable save @command_window.disable_item(4) end # Make play time window @playtime_window = Window_PlayTime.new @playtime_window.x = 0 @playtime_window.y = 224 # Make steps window @steps_window = Window_Steps.new @steps_window.x = 0 @steps_window.y = 320 # Make gold window @gold_window = Window_Gold.new @gold_window.x = 0 @gold_window.y = 416 # Make status window @status_window = Window_MenuStatus.new @status_window.x = 160 @status_window.y = 0 @command_window_extra = Window_Command.new(160,["Bestiary","Items Book"]) @command_window_extra.x = 100 @command_window_extra.y = 80 @command_window_extra.visible = false @command_window_extra.active = false @command_window_extra.z = @command_window.z + 3 @command_window_extra.opacity = 255 # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of windows @command_window.dispose @playtime_window.dispose @steps_window.dispose @gold_window.dispose @status_window.dispose @command_window_extra.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update windows @command_window.update @playtime_window.update @steps_window.update @gold_window.update @status_window.update @command_window_extra.update # If command window is active: call update_command if @command_window.active update_command return end # If status window is active: call update_status if @status_window.active update_status return end if Input.trigger?(Input::C) and @command_window_extra.active case @command_window_extra.index when 0 $scene = Scene_Bestiary.new when 1 $scene = Scene_ItemsBook.new end elsif Input.trigger?(Input::B) and @command_window_extra.active @command_window.active = true @command_window_extra.visible = false @command_window_extra.active = false end end end
#-------------------------------------------------------------------------- # * Frame Update (when command window is active) #-------------------------------------------------------------------------- def update_command # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to map screen $scene = Scene_Map.new return end # If C button was pressed if Input.trigger?(Input::C) # If command other than save or end game, and party members = 0 if $game_party.actors.size == 0 and @command_window.index < 4 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Branch by command window cursor position case @command_window.index when 0 # item # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to item screen $scene = Scene_Item.new when 1 # skill # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 when 2 # equipment # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 when 3 # Extra\o/ @command_window.active = false @command_window_extra.visible = true @command_window_extra.active = true when 4 # status # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 when 5 # save # If saving is forbidden if $game_system.save_disabled # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to save screen $scene = Scene_Save.new when 6 # end game # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to end game screen $scene = Scene_End.new end return end end Then go to the Script Books System, and in line 1847 change this code: CODE if Input.trigger?(Input::B) $scene = Scene_Map.new return end for this: CODE if Input.trigger? (Input::B) $scene = Scene_Menu.new(3) return end And while the script Book System, go to the line in 2162 and modify this code: CODE $scene = Scene_Map.new for this: CODE $scene = Scene_Menu.new(3) I hope I have helped. See the ScreenShot above:
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Jan 24 2009, 08:12 PM
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Level 2

Group: Member
Posts: 27
Type: Developer
RM Skill: Skilled

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QUOTE (Rafidelis @ Jan 23 2009, 03:22 PM)  First, paste this script above the Main, he changes the menu and add the option "Extra," where are the options "Bestiary" and "Items Book" Then go to the Script Books System, and in line 1847 change this code: CODE if Input.trigger?(Input::B) $scene = Scene_Map.new return end for this: CODE if Input.trigger? (Input::B) $scene = Scene_Menu.new(3) return end And while the script Book System, go to the line in 2162 and modify this code: CODE $scene = Scene_Map.new for this: CODE $scene = Scene_Menu.new(3) I hope I have helped. See the ScreenShot above:  Wow! Thanx so much, actually I had to make items that called common events to do that. It's better this way, but I don't know how to script on Ruby, actually I'm studying that language. Thanks to you I'll have my game quite customized. I also need a script where I can display a World Map and a little square or something to be the cursor (like the one from Pokémon, the Town Map), can be from an Item or a command, I don't care, but I don't want it to move only by tiles.. I mean, I want the cursor to move pixel by pixel. Also, I requested a script for that on RGSS section. I'll try to do it by myself but if I can't, i'll ask you for help. I have some experience in Java, it's more less alike.
This post has been edited by Fraöt: Jan 24 2009, 08:15 PM
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Jan 25 2009, 03:37 PM
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Level 5

Group: Member
Posts: 71
Type: Scripter
RM Skill: Beginner

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Well, I made a simple error when writing the script. He changed, and now this right: paste above the main "] CODE #============================================================================== # ** Scene_Menu #------------------------------------------------------------------------------ # This class performs menu screen processing. # Modified by Rafidelis #==============================================================================
class Scene_Menu #-------------------------------------------------------------------------- # * Object Initialization # menu_index : command cursor's initial position #-------------------------------------------------------------------------- def initialize(menu_index = 0) @menu_index = menu_index end #-------------------------------------------------------------------------- # * Main Processing #-------------------------------------------------------------------------- def main # Make command window s1 = $data_system.words.item s2 = $data_system.words.skill s3 = $data_system.words.equip s4 = "Status" s5 = "Extras" s6 = "Save" s7 = "End Game" @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6,s7]) @command_window.index = @menu_index @command_window.height = 225 # If number of party members is 0 if $game_party.actors.size == 0 # Disable items, skills, equipment, and status @command_window.disable_item(0) @command_window.disable_item(1) @command_window.disable_item(2) @command_window.disable_item(3) end # If save is forbidden if $game_system.save_disabled # Disable save @command_window.disable_item(4) end # Make play time window @playtime_window = Window_PlayTime.new @playtime_window.x = 0 @playtime_window.y = 224 # Make steps window @steps_window = Window_Steps.new @steps_window.x = 0 @steps_window.y = 320 # Make gold window @gold_window = Window_Gold.new @gold_window.x = 0 @gold_window.y = 416 # Make status window @status_window = Window_MenuStatus.new @status_window.x = 160 @status_window.y = 0 @command_window_extra = Window_Command.new(130,["Bestiary","Item Book"]) @command_window_extra.x = @command_window.width - 50 @command_window_extra.y = 120 @command_window_extra.z = @command_window.z + @status_window.z @command_window_extra.active = false @command_window_extra.visible = false # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame update update # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of windows @command_window.dispose @playtime_window.dispose @steps_window.dispose @gold_window.dispose @status_window.dispose @command_window_extra.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update # Update windows @command_window.update @playtime_window.update @steps_window.update @gold_window.update @status_window.update @command_window_extra.update # If command window is active: call update_command if @command_window.active update_command return end # If status window is active: call update_status if @status_window.active update_status return end if Input.trigger?(Input::C) and @command_window_extra.active case @command_window_extra.index when 0 $scene = Scene_Bestiary.new when 1 $scene = Scene_ItemsBook.new end elsif Input.trigger?(Input::B) and @command_window_extra.active @command_window.active = true @command_window_extra.visible = false @command_window_extra.active = false end end #-------------------------------------------------------------------------- # * Frame Update (when command window is active) #-------------------------------------------------------------------------- def update_command # If B button was pressed if Input.trigger?(Input::B) and @command_window_extra.active == false # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to map screen $scene = Scene_Map.new return end # If C button was pressed if Input.trigger?(Input::C) # If command other than save or end game, and party members = 0 if $game_party.actors.size == 0 and @command_window.index < 4 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Branch by command window cursor position case @command_window.index when 0 # item # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to item screen $scene = Scene_Item.new when 1 # skill # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 when 2 # equipment # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 when 3 # status # Play decision SE $game_system.se_play($data_system.decision_se) # Make status window active @command_window.active = false @status_window.active = true @status_window.index = 0 when 4 @command_window.active = false @command_window_extra.active = true @command_window_extra.visible = true when 5 # save # If saving is forbidden if $game_system.save_disabled # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to save screen $scene = Scene_Save.new when 6 # end game # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to end game screen $scene = Scene_End.new end return end end #-------------------------------------------------------------------------- # * Frame Update (when status window is active) #-------------------------------------------------------------------------- def update_status # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Make command window active @command_window.active = true @status_window.active = false @status_window.index = -1 return end # If C button was pressed if Input.trigger?(Input::C) # Branch by command window cursor position case @command_window.index when 1 # skill # If this actor's action limit is 2 or more if $game_party.actors[@status_window.index].restriction >= 2 # Play buzzer SE $game_system.se_play($data_system.buzzer_se) return end # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to skill screen $scene = Scene_Skill.new(@status_window.index) when 2 # equipment # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to equipment screen $scene = Scene_Equip.new(@status_window.index) when 3 # status # Play decision SE $game_system.se_play($data_system.decision_se) # Switch to status screen $scene = Scene_Status.new(@status_window.index) end return end end end
class Scene_End def update # Update command window @command_window.update # If B button was pressed if Input.trigger?(Input::B) # Play cancel SE $game_system.se_play($data_system.cancel_se) # Switch to menu screen $scene = Scene_Menu.new(6) return end # If C button was pressed if Input.trigger?(Input::C) # Branch by command window cursor position case @command_window.index when 0 # to title command_to_title when 1 # shutdown command_shutdown when 2 # quit command_cancel end return end end end
class Scene_Save def on_decision(filename) # Play save SE $game_system.se_play($data_system.save_se) # Write save data file = File.open(filename, "wb") write_save_data(file) file.close # If called from event if $game_temp.save_calling # Clear save call flag $game_temp.save_calling = false # Switch to map screen $scene = Scene_Map.new return end # Switch to menu screen $scene = Scene_Menu.new(5) end def on_cancel # Play cancel SE $game_system.se_play($data_system.cancel_se) # If called from event if $game_temp.save_calling # Clear save call flag $game_temp.save_calling = false # Switch to map screen $scene = Scene_Map.new return end # Switch to menu screen $scene = Scene_Menu.new(5) end end Then go to the Script Books System, and in line 1847 change this code: CODE if Input.trigger?(Input::B) $scene = Scene_Map.new return end for this: CODE if Input.trigger? (Input::B) $scene = Scene_Menu.new(4) return end And while the script Book System, go to the line in 2162 and modify this code: CODE $scene = Scene_Map.new for this: CODE $scene = Scene_Menu.new(4) I hope I have helped. See the ScreenShot above:  [/quote]
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Feb 22 2009, 02:33 AM
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Level 1

Group: Member
Posts: 10
Type: None
RM Skill: Undisclosed

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it's gr8! can anyone write something like this for rgss2? pls very much
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Jun 6 2009, 06:57 AM
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The King of Spades

Group: Revolutionary
Posts: 400
Type: Developer
RM Skill: Intermediate

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What does this mean
problem.PNG ( 20.79K )
Number of downloads: 77Would try and fix it my self, but you said don't touch that line.
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     Use Dropbox to upload your files. Much simpler than other upload sites, you can simply place a folder on your desktop that will sync with your DropBox account.  QUOTE ('Exiled One') "If you are one of the very few teenagers that know what real rap is and don't blindly listen to the hate statements (rap is crap), then put this in your sig. I say this in the name of Common, Mos Def, Lupe Fiasco, 2Pac, Nas, Talib Kweli, Eminem, and many others."
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Jun 10 2009, 03:15 PM
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The King of Spades

Group: Revolutionary
Posts: 400
Type: Developer
RM Skill: Intermediate

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Really does this guy even come to this sight anymore or does not even try to anwser are question. We need help with the script any he is no where to be found.
__________________________
     Use Dropbox to upload your files. Much simpler than other upload sites, you can simply place a folder on your desktop that will sync with your DropBox account.  QUOTE ('Exiled One') "If you are one of the very few teenagers that know what real rap is and don't blindly listen to the hate statements (rap is crap), then put this in your sig. I say this in the name of Common, Mos Def, Lupe Fiasco, 2Pac, Nas, Talib Kweli, Eminem, and many others."
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Jun 27 2009, 10:06 AM
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Group: Member
Posts: 4
Type: None
RM Skill: Beginner

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I got it working fine, but when I added the line for the menu, it change my menu back to the old one, which I am using Moghunters menu. Can anyone help me add this to my new menu please. The way my menu was setup was: -Items -Skills -Status -Party -Quit If possible could someone add it in between Party and Quit? Here is the code for Mog hunter menu CODE #_______________________________________________________________________________ # MOG Scene Menu Itigo V1.2 #_______________________________________________________________________________ # By Moghunter # http://www.atelier-rgss.com #_______________________________________________________________________________ module MOG #Transition Time. MNTT = 20 #Transition Type (Name) MNTP = "006-Stripe02" end $mogscript = {} if $mogscript == nil $mogscript["menu_itigo"] = true ############## # Game_Actor # ############## class Game_Actor < Game_Battler def now_exp return @exp - @exp_list[@level] end def next_exp return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0 end end ############### # Window_Base # ############### class Window_Base < Window def nada face = RPG::Cache.picture("") end def drw_face(actor,x,y) face = RPG::Cache.picture(actor.name + "_fc") rescue nada cw = face.width ch = face.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x , y - ch, face, src_rect) end def draw_maphp3(actor, x, y) back = RPG::Cache.picture("BAR0") cw = back.width ch = back.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 65, y - ch + 30, back, src_rect) meter = RPG::Cache.picture("HP_Bar") cw = meter.width * actor.hp / actor.maxhp ch = meter.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 65, y - ch + 30, meter, src_rect) text = RPG::Cache.picture("HP_Tx") cw = text.width ch = text.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 35, y - ch + 30, text, src_rect) self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x + 81, y - 1, 48, 32, actor.hp.to_s, 2) self.contents.font.color = Color.new(255,255,255,255) self.contents.draw_text(x + 80, y - 2, 48, 32, actor.hp.to_s, 2) end def draw_mapsp3(actor, x, y) back = RPG::Cache.picture("BAR0") cw = back.width ch = back.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 65, y - ch + 30, back, src_rect) meter = RPG::Cache.picture("SP_Bar") cw = meter.width * actor.sp / actor.maxsp ch = meter.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 65, y - ch + 30, meter, src_rect) text = RPG::Cache.picture("SP_Tx") cw = text.width ch = text.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 35, y - ch + 30, text, src_rect) self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x + 81, y - 1, 48, 32, actor.sp.to_s, 2) self.contents.font.color = Color.new(255,255,255,255) self.contents.draw_text(x + 80, y - 2, 48, 32, actor.sp.to_s, 2) end def draw_mexp2(actor, x, y) bitmap2 = RPG::Cache.picture("Exp_Back") cw = bitmap2.width ch = bitmap2.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 60 , y - ch + 30, bitmap2, src_rect) if actor.next_exp != 0 rate = actor.now_exp.to_f / actor.next_exp else rate = 1 end bitmap = RPG::Cache.picture("Exp_Meter") if actor.level < 99 cw = bitmap.width * rate else cw = bitmap.width end ch = bitmap.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 60 , y - ch + 30, bitmap, src_rect) exp_tx = RPG::Cache.picture("Exp_tx") cw = exp_tx.width ch = exp_tx.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 55 , y - ch + 30, exp_tx, src_rect) lv_tx = RPG::Cache.picture("LV_tx") cw = lv_tx.width ch = lv_tx.height src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x + 125 , y - ch + 35, lv_tx, src_rect) self.contents.font.color = Color.new(0,0,0,255) self.contents.draw_text(x + 161, y + 7, 24, 32, actor.level.to_s, 1) self.contents.font.color = Color.new(255,255,255,255) self.contents.draw_text(x + 160, y + 6, 24, 32, actor.level.to_s, 1) end def draw_actor_state2(actor, x, y, width = 80) text = make_battler_state_text(actor, width, true) self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color self.contents.draw_text(x, y, width, 32, text,2) end end ###################### # Window_MenuStatus2 # ###################### class Window_MenuStatus2 < Window_Selectable def initialize super(0, 0, 415, 280) self.contents = Bitmap.new(width - 32, height - 32) refresh self.active = false self.opacity = 0 self.index = -1 end def refresh self.contents.clear @item_max = $game_party.actors.size for i in 0...$game_party.actors.size x = 20 y = i * 62 actor = $game_party.actors[i] self.contents.font.name = "Georgia" if $mogscript["TP_System"] == true draw_actor_tp(actor ,x + 285, y - 5,4) draw_actor_state2(actor ,x + 190, y - 5) else draw_actor_state2(actor ,x + 220, y - 5) end drw_face(actor,x,y + 50) draw_maphp3(actor,x + 40, y - 5) draw_mapsp3(actor,x + 40, y + 20 ) draw_mexp2(actor,x + 140, y + 15 ) end end def update_cursor_rect if @index < 0 self.cursor_rect.empty else self.cursor_rect.set(5, @index * 62, self.width - 32, 50) end end end ################ # Window_Gold2 # ################ class Window_Gold2 < Window_Base def initialize super(0, 0, 160, 64) self.contents = Bitmap.new(width - 32, height - 32) refresh end def refresh self.contents.clear cx = contents.text_size($data_system.words.gold).width self.contents.font.color = normal_color self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.gold.to_s, 2) self.contents.font.color = system_color self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2) end end #################### # Window_PlayTime2 # #################### class Window_PlayTime2 < Window_Base def initialize super(0, 0, 160, 96) self.contents = Bitmap.new(width - 32, height - 32) refresh end def refresh self.contents.clear @total_sec = Graphics.frame_count / Graphics.frame_rate hour = @total_sec / 60 / 60 min = @total_sec / 60 % 60 sec = @total_sec % 60 text = sprintf("%02d:%02d:%02d", hour, min, sec) self.contents.font.color = normal_color self.contents.draw_text(4, 32, 120, 32, text, 2) end def update super if Graphics.frame_count / Graphics.frame_rate != @total_sec refresh end end end ################# # Window_Steps2 # ################# class Window_Steps2 < Window_Base def initialize super(0, 0, 160, 96) self.contents = Bitmap.new(width - 32, height - 32) refresh end def refresh self.contents.clear self.contents.font.color = normal_color self.contents.draw_text(4, 32, 120, 32, $game_party.steps.to_s, 2) end end ############## # Scene_Menu # ############## class Scene_Menu def initialize(menu_index = 0) @menu_index = menu_index end def main s1 = "" s2 = "" s3 = "" s4 = "" s5 = "" s6 = "" @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6]) @command_window.index = @menu_index if $game_party.actors.size == 0 @command_window.disable_item(0) @command_window.disable_item(1) @command_window.disable_item(2) @command_window.disable_item(3) end @command_window.visible = false @command_window.x = -640 @mnlay = Sprite.new @mnlay.bitmap = RPG::Cache.picture("Mn_lay") @mnlay.z = 10 @mnback = Plane.new @mnback.bitmap = RPG::Cache.picture("Mn_back") @mnback.blend_type = 0 @mnback.z = 5 @mnback2 = Plane.new @mnback2.bitmap = RPG::Cache.picture("Mn_back") @mnback2.blend_type = 0 @mnback2.z = 5 @mnback2.opacity = 60 @mnsel = Sprite.new @mnsel.bitmap = RPG::Cache.picture("Mn_Sel") @mnsel.z = 20 @mnsel.x = 0 @mnsel.y = 110 @mnop = 150 if $game_system.save_disabled @command_window.disable_item(4) end @playtime_window = Window_PlayTime2.new @playtime_window.x = 30 @playtime_window.y = 375 @playtime_window.opacity = 0 @playtime_window.z = 15 @steps_window = Window_Steps2.new @steps_window.x = 230 @steps_window.y = 375 @steps_window.opacity = 0 @steps_window.z = 15 @gold_window = Window_Gold2.new @gold_window.x = 455 @gold_window.y = 405 @gold_window.opacity = 0 @gold_window.z = 15 @status_window = Window_MenuStatus2.new @status_window.x = 195 @status_window.y = 110 @status_window.opacity = 0 @status_window.z = 15 Graphics.transition(MOG::MNTT, "Graphics/Transitions/" + MOG::MNTP) loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @command_window.dispose @playtime_window.dispose @steps_window.dispose @gold_window.dispose @status_window.dispose @mnlay.dispose @mnback.dispose @mnback2.dispose @mnsel.dispose Graphics.update end def update @command_window.update @playtime_window.update @steps_window.update @gold_window.update @status_window.update @mnback.oy += 1 @mnback.ox += 1 @mnback2.oy += 1 @mnback2.ox -= 1 @mnop += 5 if @command_window.active == true @mnsel.bitmap = RPG::Cache.picture("Mn_Sel") else @mnsel.bitmap = RPG::Cache.picture("Mn_Sel_off") @mnsel.zoom_x = 1 @mnsel.opacity = 255 end if @mnop >= 255 @mnop = 120 end if @command_window.active update_command return end if @status_window.active update_status return end end def update_command if @mnsel.zoom_x <= 1.6 @mnsel.zoom_x += 0.03 @mnsel.opacity -= 10 elsif @mnsel.zoom_x > 1.6 @mnsel.zoom_x = 1.0 @mnsel.opacity = 255 end case @command_window.index when 0 @mnsel.x = 0 @mnsel.y = 110 when 1 @mnsel.x = 25 @mnsel.y = 155 when 2 @mnsel.x = 40 @mnsel.y = 197 when 3 @mnsel.x = 45 @mnsel.y = 242 when 4 @mnsel.x = 25 @mnsel.y = 285 when 5 @mnsel.x = 0 @mnsel.y = 325 end if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new return end if Input.trigger?(Input::C) if $game_party.actors.size == 0 and @command_window.index < 4 $game_system.se_play($data_system.buzzer_se) return end case @command_window.index when 0 $game_system.se_play($data_system.decision_se) $scene = Scene_Item.new when 1 $game_system.se_play($data_system.decision_se) @command_window.active = false @status_window.active = true @status_window.index = 0 when 2 $game_system.se_play($data_system.decision_se) @command_window.active = false @status_window.active = true @status_window.index = 0 when 3 $game_system.se_play($data_system.decision_se) @command_window.active = false @status_window.active = true @status_window.index = 0 when 4 if $game_system.save_disabled $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) $scene = Scene_PartySwitcher.new when 5 $game_system.se_play($data_system.decision_se) $scene = Scene_End.new end return end end def update_status if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @command_window.active = true @status_window.active = false @status_window.index = -1 return end if Input.trigger?(Input::C) case @command_window.index when 1 if $game_party.actors[@status_window.index].restriction >= 2 $game_system.se_play($data_system.buzzer_se) return end $game_system.se_play($data_system.decision_se) $scene = Scene_Skill.new(@status_window.index) when 2 $game_system.se_play($data_system.decision_se) $scene = Scene_Equip.new(@status_window.index) when 3 $game_system.se_play($data_system.decision_se) $scene = Scene_Status.new(@status_window.index) end return end end end Thank you in advance
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Jul 10 2009, 08:44 PM
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Level 1

Group: Member
Posts: 8
Type: Developer
RM Skill: Advanced

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Could someone tell me how I can change the text size? It's the default for RMXP but the font I chose is small and I had to make it a 26 custom size. Unfortunately this guy doesn't take that into consideration and the font size is WAY to small. I need it higher. How can I do this?
Thanks in advance.
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Official Website:  *Some information protected under the CC Agreement. Click to visit! Email: RaidenPrime@Live.com------------------------------------------------------------------------------------------------------------------------------------------ [Show/Hide] Click for something that really makes me mad. Error 324 (net::ERR_EMPTY_RESPONSE): Unknown error
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