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  • »dany81191« ist der Autor dieses Themas

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1

Freitag, 5. Februar 2010, 23:00

Atoa cbs edit

Hey Community

hab mal wieder ne frage xD

kann mir jemand helfen, das Atoa (Tankentai) cbs so zu editieren, dass das command menü, und die actor daten in etwa so aussehen:

Bild



wär echt geil, wenn mir da jmd helfen kann ^^

und sry, falls ich im falschen forum bin :P
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DJ Laitier rocks the house!!

http://www.youtube.com/user/dany81191
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  • »dany81191« ist der Autor dieses Themas

Motto: Boom Shak Ragga

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2

Montag, 8. Februar 2010, 13:10

Hey kommt Leute, kann mir denn keiner helfen??
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DJ Laitier rocks the house!!

http://www.youtube.com/user/dany81191
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3

Montag, 8. Februar 2010, 13:28

Kannst du mir mal den Link zum Script geben?
Und soll das Command Menü nur in der Position geändert werden oder auch im Aussehen wie auf deinem Bild?
Nur noch selten hier.

'Til now, I always let people walk all over me!
From now on, if anyone makes fun of me, I'll kill 'em! Just like that!

  • »dany81191« ist der Autor dieses Themas

Motto: Boom Shak Ragga

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4

Montag, 8. Februar 2010, 16:00

wow, endlich mal einer, der antwortet ;) thx

http://www.rpg-studio.de/scriptdb/de/RPG…tle-System.html


hier kannst es laden ;)

am besten so wie im bild, ich erstelle die ganzen grafiken, du musst mir dann halt sagen, welche höhe, bzw breite es haben sollte ;)
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DJ Laitier rocks the house!!

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Yuber

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5

Montag, 8. Februar 2010, 19:08

Zum Verständnis, das KS was du jetzt willst heißt: Enu Sideview Battle System?
Weil der andere Link hat nur zu nem VX Script geführt.
Nur noch selten hier.

'Til now, I always let people walk all over me!
From now on, if anyone makes fun of me, I'll kill 'em! Just like that!

  • »dany81191« ist der Autor dieses Themas

Motto: Boom Shak Ragga

  • Nachricht senden

6

Montag, 8. Februar 2010, 19:22

ja genau, das ist eig das tankentai script, welches für rmxp, als auch fürn rmvx gemacht worden ist^^

edit: sry, falls ich was falsches sag ^^
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Yuber

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Motto: Die Welt zu beherrschen.

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7

Montag, 8. Februar 2010, 20:14

Hab bisher nur noch ein Problem, das verdammte Command Window will nicht nach unten links, ich kann es überhaupt nicht navigieren obwohl es kinderleicht ist.
Da muss irgentwo im Script das unterbinden muss ich morgen mal gucken ob ich den Mist finde -.-"
Nur noch selten hier.

'Til now, I always let people walk all over me!
From now on, if anyone makes fun of me, I'll kill 'em! Just like that!

  • »dany81191« ist der Autor dieses Themas

Motto: Boom Shak Ragga

  • Nachricht senden

8

Montag, 8. Februar 2010, 20:22

haha ;P

passiert ^^ war auch schon mein problem^^

bekommst du schon hin ;)
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Yuber

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Motto: Die Welt zu beherrschen.

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9

Samstag, 13. Februar 2010, 16:22

Ok hab es fertig. Wenn was falsch ist sag Bescheid:

Lösche alles im Script SBS Config - XP und füge das ein:

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#==============================================================================
# Sideview Battle System XP Configurations Version 2.2xp
#==============================================================================
# These configurations are exclusive for the RPG Maker XP
# These are new configuration constants used so the script can work on RMXP
# These are essential for the script to work well and smoothly
# These were separated from the previous configuration to allow you
# to use the whole configurations already settled for RMVX.
# To avoid conflicts with the script's basic configuration,
# it is recomended to place this script below the other configuration
# Some requested functions present in other script were added here
# as basic functions of the script, to avoid incompatibility.
#==============================================================================
 
module N01
 
  # Character Animation Repeat
  NEW_PATTERN_REPEAT = true
  # true = XP style, the frames will follow this sequence: 1, 2, 3, 4, 1, 2, 3...
  # false = VX style, the frames will follow this sequence: 1, 2, 3, 2, 1, 2, 3...  
 
  # Choose the Damage Alogarithm
  DAMAGE_ALGORITHM_TYPE = 0
  # 0 = Default XP Style, no changes
  # 1 = Default XP Modified, def/mdef reduces damage in % ( 10 def = 1% )
  # 2 = Default VX, Vitality replaces Dexterity, the status Attack, P.Def and
  #     M.Def are totally ignored. (Edit the menus script to remove these status)
  # 3 = Customized, an mix of XP e VX alogarithm, Vitality replaces Dexterity
 
  # Names of the status Evasion and Vitality (Vitality is only used if 
  # DAMAGE_ALGORITHM_TYPE > 1
  STAT_EVA = "Esvasion"
  STAT_VIT = "Vitality"
 
  # Define here the character's attack power when unarmed.
  UNARMED_ATTACK = 10
 
  # Define here the character's attack animation when unarmed.
  UNARMED_ANIM = 4
 
  # No animated battler, remaining the same way as the enemies.
  # Only let it as true if you want a battle system with completely not animated
  # allies.
  NO_ANIM_BATTLER = false
 
  # Show status effects balloons on the battles?
  BALLOON_ANIM  = true
 
  # Show effects' animations on the battles?
  STATE_ANIM = true
 
  # EXP division by the number of members on party
  EXP_SHARE = false
 
  # Cursor position on the target
  # 0 = customizable
  # 1 = below the target
  # 2 = above the target (adjusts self to the target's height)
  CURSOR_TYPE = 2
 
  # Readjust the cursor's position.
  CURSOR_POSITION = [ 0,  0]
 
  # Command Window Position
  COMMAND_WINDOW_POSITION = [0,300]
 
  # Show Battler Name window?
  BATTLER_NAME_WINDOW = false
 
  # Effects' icons configuration
  # Icons must have the same name of effect plus "_st"
  # Ex.: Status Venom, must have an icon named "Venom_st"
  Icon_max = 5   # Maximum amount of showed icons
  Icon_X   = 24  # X size of the icon (width)
  Icon_Y   = 24  # Y size of the icon (height)
  X_Adjust = 0   # Readjustment of the X position
  Y_Adjust = 0   # Readjustment of the Y position
 
  # State Cycle times
  STATE_CYCLE_TIME = 4
 
  # Damage Exhibition configuration
  #                Red Green Blue
  HP_DMG_COLOR  = [255, 255, 255] # HP damage color
  HP_REC_COLOR  = [176, 255, 144] # HP cure color
  SP_DMG_COLOR  = [144,  96, 255] # SP damage color
  SP_REC_COLOR  = [255, 144, 255] # SP cure color
  CRT_DMG_COLOR = [255, 144,  96] # Critical damage color
  CRT_TXT_COLOR = [255,  96,   0] # Critical damage text color
  DAMAGE_FONT   = "Arial Black"   # Damage exhibition font
  DMG_F_SIZE    = 32     # Size of the damage exhibition font
  DMG_DURATION  = 40     # Duration, in frames, that the damage stays on screen      
  CRITIC_TEXT   = true   # Show text when critical damage is delt?
  CRITIC_FLASH  = false  # Flash effect when critical damage is dealt?
  MULTI_POP     = false  # Style in which the damage is shown true = normal / false = FF styled
  POP_MOVE      = false  # Moviment for damage exhibition?
  DMG_SPACE     = 12     # Space between the damage digits
  DMG_X_MOVE    = 2      # X movement of the damage (only if POP_MOVE = true)
  DMG_Y_MOVE    = 6      # Y movement of the damage
  DMG_GRAVITY   = 0.98   # Gravity effect, affects on the heeight the damage "jumps"
 
  # Configurations of the Battle Window
  STATUS_OPACITY  = 160  # Opacity of the Battle Window
  MENU_OPACITY    = 160  # Opacity of the Item/Skills window
  HELP_OPACITY    = 160  # Opacity of the Help Window
  COMMAND_OPACITY = 160  # Opacity of the Commands Window
  HIDE_WINDOW     = true # Hide status window when selecting items/skills?
 
  # Name of the sound file used when a dodge occurs.
  # This file must be on the Audio/SE folder of your project
  EVASION_EFFECT = "015-Jump01"
 
  # Message shown when a flee attempt succeeds
  ESCAPE_SUCCESS = "Escaped"
 
  # Message shown when a flee attempt fails
  ESCAPE_FAIL = "Failed!"
 
  # Allow Ambushes to occur?
  BACK_ATTACK = true
 
  # Define here the Ambush occurance rate
  BACK_ATTACK_RATE = 10
 
  # Define the message shown when an Ambush occurs
  BACK_ATTACK_ALERT = "Ambushed!"
 
  # Invert the character's position when an ambush occurs?
  BACK_ATTACK_MIRROR = true
 
  # Invert the battle background when an Ambush occurs?
  BACK_ATTACK_BATTLE_BACK_MIRROR = true
 
  # Here you can configurate the system (itens, skills, switchs) to protect 
  # the character from Ambushes. The item must be equiped, the skill must be
  # learned, and switches must be ON so the Ambush protection works. 
  # Only one of the 3 need to match the requirements to work.
  # In other words, the item can be equiped, but the skill not learned and the
  # switch OFF for the item's effect to take place.
  # For one item/skill/switch only: = [1]
  # For multiple: = [1,2]
 
  # Weapons' ID's
  NON_BACK_ATTACK_WEAPONS = []
  # Shields' ID's
  NON_BACK_ATTACK_ARMOR1 = []
  # Helmets' ID's
  NON_BACK_ATTACK_ARMOR2 = []
  # Armors' ID's
  NON_BACK_ATTACK_ARMOR3 = []
  # Accesories' ID's
  NON_BACK_ATTACK_ARMOR4 = []
  # Skills' ID's
  NON_BACK_ATTACK_SKILLS = []
  # Number of the Switch - when ON, the chance for Ambushes is zero
  NO_BACK_ATTACK_SWITCH = []
  # Number of the Switch - when ON, the chance for Ambushes is 100%
  BACK_ATTACK_SWITCH = []
 
  # Allow Preemptive Attacks to occur?
  PREEMPTIVE =  true
 
  # Define here the occurance rate of Preemptive Attacks
  PREEMPTIVE_RATE = 10
 
  # Define here the message shown when a Preemptive Attack occurs
  PREEMPTIVE_ALERT = "Preemptive!"
 
  # Here you can configurate the system (itens, skills, switchs) to increase 
  # the occurance of Preemptive Attacks. The item must be equiped, the skill must
  # be learned, and switches must be ON so the Ambush protection works. 
  # Only one of the 3 need to match the requirements to work.
  # In other words, the item can be equiped, but the skill not learned and the
  # switch OFF for the item's effect to take place.
  # For one item/skill/switch only: = [1]
  # For multiple: = [1,2]
 
  # Weapons' ID's
  PREEMPTIVE_WEAPONS = []
  # Shields' ID's
  PREEMPTIVE_ARMOR1 = []
  # Helmets' ID's
  PREEMPTIVE_ARMOR2 = []
  # Armors' ID's
  PREEMPTIVE_ARMOR3 = []
  # Accesories' ID's
  PREEMPTIVE_ARMOR4 = []
  # Skills' ID's
  PREEMPTIVE_SKILLS = []
  # Number of the Switch - when ON, the chance for Preemptive Attacks is zero
  NO_PREEMPTIVE_SWITCH = []
  # Number of the Switch - when ON, the chance for Preemptive Attacks is 100%
  PREEMPTIVE_SWITCH = []
 
end


Jetzt löscht du alles beim Script Battle Windows und fügst das ein:

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#==============================================================================
# Add-On: Battle Window
# by Atoa
#==============================================================================
# This Add-On grants the user a high custmization level of the battle windows
# Allowing font change, size and position of the text on the window.
# And also allowing the change of the position, size and opacity of the window.
#==============================================================================
 
module Atoa
 
  # Exhibition Type (take a look at the 'IMPORTANT WARNING' just bellow)
  Display_Type = 2
  # If Display_Type = 0 the character attributes will be shown 
  # on the traditional XPway , horizontaly.
  # Ex.:
  # Ash        Trevor     Monique
  # HP  741    HP  695    HP  486 
  # SP  541    SP  591    SP  661
  #
  # If Display_Type = 1 the character attributes will be shwon 
  # verticaly.
  # Ex.:
  # Ash     HP  741  SP  541
  # Trevor  HP  695  SP  591
  # Monique HP  486  SP  661
  #
  # If 'Display_Type = 2', the position will be custom. Adjust the postions below
  #
 
  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
  #                          ***IMPORTANT WARNING**                          #
  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
  #
  # If you change the value of 'Display_Type', you must readjust *ALL*
  # X/Y coordinates of the texts. The change isn't automatic.
  # Stay alert about this.
  #
  #============================================================================
 
  # Only valid if 'Display_Type = 0', allows the centralization of the status
  # windows if the group has less then 4 members
  Horizontal_Centralize = false
 
  # Only valid if 'Display_Type = 2', adjust the base position of the attributes
  # of each character
  Custom_Stat_Position = [[0,0],[0,24],[0,48],[0,72]]
 
  # Configuration of the Attributes Battle Window
  # Battle_Window = [Position X, Position Y, Width, Height, Opacity, Trasparent Edge]
  Battle_Window = [280 , 280, 370, 140, 140 ,true]
  # Leave the last value true to add the opacity to the edge of the window
  # Needed if you wish to make 100% transparent windows
 
  # The text format will be applied to the values in the menu?
  Text_Format_in_Menu = true
  # true = all format config are applied to the values in the menu
  # false = the format configs are valid only in battle
 
  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
  # CONFIGURATION OF THE WINDOW CONTENT                                        #
  #¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤¤
 
  # Configuration of the name exhibition
  # Name_Config = [Position X, Position Y, Font Name, Font Size, Bold]
  Name_Config = [0, 0, 'Arial', 18, false]
 
  # Configuration of the HP text exhibition
  # HP_Text = [Position X, Position Y, Font Name, Font Size, Bold]
  HP_Text = [60, 0, 'Arial', 18, false]
 
  # Configuration of the HP digits exhibition
  # HP_Number = [Font Name, Font Size, Bold, Show Max HP]
  HP_Number = ['Arial',18, false, true]
 
  # Configuration of the Max HP digits exhibition
  # Max_HP_Number = [Font Name, Font Size, Bold]
  Max_HP_Number = ['Arial', 18, false]   
 
  # Configuration of the SP text exhibition
  # SP_Text = [Position X, Position Y, Font Name, Font Size, Bold]
  SP_Text = [200, 0, 'Arial', 18, false]
 
  # Configuration of the SP digits exhibition
  # SP_Number = [Font Name, Font Size, Bold, Show Max HP]
  SP_Number = ['Arial', 18, false, true]   
 
  # Configuration of the Max SP digits exhibition
  # Max_SP_Number = [Font Name, Font Size, Bold]
  Max_SP_Number = ['Arial', 18, false]   
 
  # Configuration of the States exhibition
  # State_Config = [Position X, Position Y]
  State_Config = [0, 88]
  # Show Level Up Message in status window?
  Lvl_UP_FLAG = true
  # Level Up Message
  Lvl_Up_Msg = 'LEVEL UP!'
  # The level up message is shown in the same place as the states
 
  # Configuration of the Level exhibition
  Draw_Level = false # Show level in status window?
  Level_Name = 'Lv' # Name of the 'Level' Status shown in the window
 
  # Configuration of the Level text exhibition
  # Level_Text = [Position X, Position Y, Font Name, Font Size, Bold]
  Level_Text = [0, 16, 'Arial', 22, false]
 
  # Configuration of the Level digits exhibition
  # Level_Number = [Font Name, Font Size, Bold]
  Level_Number = ['Arial', 22, false]   
 
  # Configuration of the Exp exhibition:(only in menu when Text_Format_in_Menu = true)
  Exp_Name = 'Exp' # Name of the 'Exp' Status shown in the window
 
  # Configuration of the Exp text exhibition
  # Exp_Text =  [Font Name, Font Size, Bold]
  Exp_Text = ['Arial', 22, false]
 
  # Configuration of the Exp digits exhibition
  # Exp_Number =  [Font Name, Font Size, Bold]
  Exp_Number = ['Arial', 22, false]
 
  # Configuration of the Next Exp digits exhibition
  # Next_Exp_Number = [Font Name, Font Size, Bold]
  Next_Exp_Number = ['Arial', 22, true]
 
  # Configuration of the Face exhibition
  # To use faces, you must create an folder named 'Faces' in the Graphics folder
  # The face graphic must have the same as the actor character graphic
  # Show Faces? true = show / false = don't show
  Show_Faces = false
  # Face_Config = [Position X, Position Y, Opacity]
  Face_Config = [32, 104, 160]
 
  # Extension for Face file name, use if you want the battle faces file names
  # to be different from the normal faces
  Face_Extension = ''
  # The text extension must be add to all faces file names
  # E.g.: Face_Extension = '_bt'
  # 001-Fighter01_bt
 
  # Use the character hue on the face?
  Use_Character_Hue = true
  # true = use the hue
  # true = dont't use the hue
 
  # Configuration of the Char Graphic exhibition
  # Show Char Graphic? true = show / false = don't show
  Show_Char = false
  # Char_Config = [Posição X, Posição Y, Transparencia, Show only half]
  Char_Config = [96, 60, 255, true]
end
 
#==============================================================================
# ■ Atoa Module
#==============================================================================
$atoa_script = {} if $atoa_script.nil?
$atoa_script['Battle Windows'] = true
 
#==============================================================================
# ■ Window_Base
#==============================================================================
class Window_Base
  #--------------------------------------------------------------------------
  include Atoa
  #--------------------------------------------------------------------------
  alias battler_window_draw_actor_name draw_actor_name
  def draw_actor_name(actor, x, y)
    if $game_temp.in_battle or Text_Format_in_Menu
      self.contents.font.color = normal_color
      self.contents.font.name = Name_Config[2]
      self.contents.font.size = Name_Config[3]
      self.contents.font.bold = Name_Config[4]
      self.contents.draw_text(x, y, 120, 32, actor.name)
      set_default_font
    else
      battler_window_draw_actor_name(actor, x, y)
    end
  end
  #--------------------------------------------------------------------------
  alias battler_window_draw_actor_level draw_actor_level
  def draw_actor_level(actor, x, y)
    if $game_temp.in_battle or Text_Format_in_Menu
      self.contents.font.color = system_color
      self.contents.font.name = Level_Text[2]
      self.contents.font.size = Level_Text[3]
      self.contents.font.bold = Level_Text[4]
      size = contents.text_size(Level_Name).width
      self.contents.draw_text(x, y, size + 4, 32, Level_Name)
      self.contents.font.color = normal_color
      self.contents.font.name = Level_Number[0]
      self.contents.font.size = Level_Number[1]
      self.contents.font.bold = Level_Number[2]
      self.contents.draw_text(x + size, y, 24, 32, actor.level.to_s, 2)
      set_default_font
    else
      battler_window_draw_actor_level(actor, x, y)
    end
  end
  #--------------------------------------------------------------------------
  alias battler_window_draw_actor_hp draw_actor_hp
  def draw_actor_hp(actor, x, y, width = 144)
    if $game_temp.in_battle or Text_Format_in_Menu
      self.contents.font.color = system_color
      self.contents.font.name = HP_Text[2]
      self.contents.font.size = HP_Text[3]
      self.contents.font.bold = HP_Text[4]
      self.contents.draw_text(x, y, 32, 32, $data_system.words.hp)
      if width - 32 >= 108
        hp_x = x + width - 108
        flag = true
      elsif width - 32 >= 48
        hp_x = x + width - 48
        flag = false
      end
      self.contents.font.color = actor.hp == 0 ? knockout_color :
        actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
      self.contents.font.name = HP_Number[0]
      self.contents.font.size = HP_Number[1]
      self.contents.font.bold = HP_Number[2]
      self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2)
      if flag
        self.contents.font.color = normal_color
        self.contents.font.name = HP_Text[2]
        self.contents.font.size = HP_Text[3]
        self.contents.font.bold = HP_Text[4]
        self.contents.draw_text(hp_x + 48, y, 12, 32, '/', 1)
        self.contents.font.name = Max_HP_Number[0]
        self.contents.font.size = Max_HP_Number[1]
        self.contents.font.bold = Max_HP_Number[2]
        self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s)
      end
      set_default_font
    else
      battler_window_draw_actor_hp(actor, x, y, width)
    end
  end
  #--------------------------------------------------------------------------
  alias battler_window_draw_actor_sp draw_actor_sp
  def draw_actor_sp(actor, x, y, width = 144)
    if $game_temp.in_battle or Text_Format_in_Menu
      self.contents.font.color = system_color
      self.contents.font.name = SP_Text[2]
      self.contents.font.size = SP_Text[3]
      self.contents.font.bold = SP_Text[4]
      self.contents.draw_text(x, y, 32, 32, $data_system.words.sp)
      if width - 32 >= 108
        sp_x = x + width - 108
        flag = true
      elsif width - 32 >= 48
        sp_x = x + width - 48
        flag = false
      end
      self.contents.font.color = actor.sp == 0 ? knockout_color :
        actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
      self.contents.font.name = SP_Number[0]
      self.contents.font.size = SP_Number[1]
      self.contents.font.bold = SP_Number[2]
      self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
      if flag
        self.contents.font.color = normal_color
        self.contents.font.name = SP_Text[2]
        self.contents.font.size = SP_Text[3]
        self.contents.font.bold = SP_Text[4]
        self.contents.draw_text(sp_x + 48, y, 12, 32, '/', 1)
        self.contents.font.name = Max_SP_Number[0]
        self.contents.font.size = Max_SP_Number[1]
        self.contents.font.bold = Max_SP_Number[2]
        self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
      end
      set_default_font
    else
      battler_window_draw_actor_sp(actor, x, y, width)
    end
  end
  #--------------------------------------------------------------------------
  alias battler_window_draw_actor_exp draw_actor_exp
  def draw_actor_exp(actor, x, y)
    if Text_Format_in_Menu
      self.contents.font.color = system_color
      self.contents.font.name = Exp_Text[0]
      self.contents.font.size = Exp_Text[1]
      self.contents.font.bold = Exp_Text[2]
      self.contents.draw_text(x, y, 32, 32, Exp_Name)
      self.contents.font.color = normal_color
      self.contents.font.name = Exp_Number[0]
      self.contents.font.size = Exp_Number[1]
      self.contents.font.bold = Exp_Number[2]
      self.contents.draw_text(x + 12, y, 96, 32, actor.exp_s, 2)
      self.contents.font.color = normal_color
      self.contents.font.name = Exp_Text[0]
      self.contents.font.size = Exp_Text[1]
      self.contents.font.bold = Exp_Text[2]
      self.contents.draw_text(x + 108, y, 12, 32, '/', 1)
      self.contents.font.name = Next_Exp_Number[0]
      self.contents.font.size = Next_Exp_Number[1]
      self.contents.font.bold = Next_Exp_Number[2]
      self.contents.draw_text(x + 120, y, 96, 32, actor.next_exp_s)
      set_default_font
    else
      battler_window_draw_actor_exp(actor, x, y, width)
    end
  end
  #--------------------------------------------------------------------------
  def draw_actor_battle_face(actor, x, y, opacity = 255)
    begin
      face_hue = Use_Character_Hue ? actor.character_hue : 0
      face = RPG::Cache.faces(actor.character_name + Face_Extension, face_hue)
      fw = face.width
      fh = face.height
      src_rect = Rect.new(0, 0, fw, fh)
      self.contents.blt(x - fw / 23, y - fh, face, src_rect, opacity)
    rescue
    end
  end
  #--------------------------------------------------------------------------
  def draw_actor_battle_graphic(actor, x, y, opacity = 255)
    begin
      bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
      cw = bitmap.width /  4
      ch = bitmap.height / (Char_Config[3] ? 6 : 4)
      src_rect = Rect.new(0, 0, cw, ch)
      self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect, opacity)
    rescue
    end
  end
  #--------------------------------------------------------------------------
  def set_default_font
    self.contents.font.name = Font.default_name
    self.contents.font.size = Font.default_size
    self.contents.font.bold = false
  end
end
 
#==============================================================================
# ■ Window_BattleStatus
#==============================================================================
class Window_BattleStatus < Window_Base
  #--------------------------------------------------------------------------
  def initialize
    super(Battle_Window[0], Battle_Window[1], Battle_Window[2], Battle_Window[3])
    self.contents = Bitmap.new(width - 32, height - 32)
    @level_up_flags = []
    for i in 0...$game_party.actors.size
      @level_up_flags << false
    end
    self.z = 900
    self.back_opacity = Battle_Window[4]
    self.opacity = Battle_Window[4] if Battle_Window[5]
    refresh
  end
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      self.contents.font.size = 22
      hp_w = HP_Number[3] ? 140 : 80
      sp_w = SP_Number[3] ? 140 : 80
      actor = $game_party.actors[i]
      case Display_Type
      when 0 
        actor_x = Horizontal_Centralize ? ((624 / MAX_MEMBER) * ((4 - $game_party.actors.size)/2.0 + i)).floor : i * (624 / MAX_MEMBER)
        actor_y = 0
      when 1 
        actor_x = 0
        actor_y = i * 32
      when 2 
        actor_x = Custom_Stat_Position[i][0]
        actor_y = Custom_Stat_Position[i][1]
      end
      draw_actor_battle_face(actor, actor_x + Face_Config[0], actor_y + Face_Config[1], Face_Config[2]) if Show_Faces
      draw_actor_battle_graphic(actor, actor_x + Char_Config[0], actor_y + Char_Config[1], Char_Config[2]) if Show_Char
      draw_actor_name(actor, actor_x + Name_Config[0], actor_y + Name_Config[1])
      draw_actor_hp(actor, actor_x + HP_Text[0], actor_y + HP_Text[1], hp_w)
      draw_actor_sp(actor, actor_x + SP_Text[0], actor_y + SP_Text[1], sp_w)
      draw_actor_level(actor, actor_x + Level_Text[0], actor_y + Level_Text[1]) if Draw_Level
      if @level_up_flags[i] and Lvl_UP_FLAG
        self.contents.font.color = normal_color
        self.contents.draw_text(actor_x + State_Config[0], actor_y + State_Config[1], 132, 32, Lvl_Up_Msg )
      else
        draw_actor_state(actor, actor_x + State_Config[0], actor_y + State_Config[1])
      end
    end
  end
  #--------------------------------------------------------------------------
  def update
    super
  end
end
Nur noch selten hier.

'Til now, I always let people walk all over me!
From now on, if anyone makes fun of me, I'll kill 'em! Just like that!

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