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Mittwoch, 26. Dezember 2012, 21:27

Variablen im Spiel anzeigen lassen

Hallo!
Ist es irgendwie möglich sich mehrere Variablen beim RPG Maker VX während des Spiels oben am Rand anzeigen zu lassen? :hm:

Mfg

Timo9876

Bex

Seher

Motto: Lets have some Fun.

  • Nachricht senden

2

Mittwoch, 26. Dezember 2012, 22:34

Du könntest eine Transparente Textbox oben erscheinen lassen
ganz viele Leerzeichen einfügen und dann: \V[VariablenID eintragen] in die Textbox einfügen.
Dadurch wird in der Textbox der Variablenwert dieser Variable angezeigt. Du kannst dich in der zeit aber nicht bewegen.

Man könnte wenn man ganz viele Bilder hat die Variable anhand von Bildern anzeigen.
(Dafür brauch man als charset die Zahlen von 0 bis 9)

Es soll auch einen Skriptbefehl geben, den kenne ich aber leider nicht.
(Das wäre wohl die einfachste Lösung)

Gruß Bex

FlipelyFlip

unregistriert

3

Sonntag, 30. Dezember 2012, 04:55

es gibt keinen direkten Scriptbefehl um eine Variable anzuzeigen, bzw. es wäre mir neu wenn es dafür einen geben würde oO

Einzig allein gibts die Möglichkeit dafür extra ein Window zu erstellen, welches dann permanent angezeigt wird, welches man auch mit nem Switch abschalten kann.

dazu gibts dieses Script hier:
Spoiler

Ruby Quellcode

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#===============================================================================
# 
# Shanghai Simple Script - Variable Map Window
# Last Date Updated: 2010.05.17
# Level: Normal
# 
# This script allows for multiple variables and automatically updates itself
# when the variables themselves change.
#===============================================================================
# Instructions
# -----------------------------------------------------------------------------
# To install this script, open up your script editor and copy/paste this script
# to an open slot below ▼ Materials but above ▼ Main. Remember to save.
# 
# To use this variable window, use these event calls. Works on map only.
# 
# variable_window_clear
# - Clears all of the variable window and closes it.
# 
# variable_window_open
# - Opens the variable window, but only if it has variables.
# 
# variable_window_close
# - Closes the variable window.
# 
# variable_window_add(variable_id)
# - Adds the variable_id to the variable window.
# 
# variable_window_remove(variable_id)
# - Removes the variable_id from the variable window.
# 
# variable_window_upper_left
# variable_window_upper_right
# variable_window_lower_left
# variable_window_lower_right
# - Moves the variable window to that location.
# 
# variable_window_width(x)
# - Changes the variable window's width to x.
#===============================================================================
 
$imported = {} if $imported == nil
$imported["VariableMapWindow"] = true
 
#==============================================================================
# ** Game_System
#==============================================================================
 
class Game_System
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :shown_variables
  attr_accessor :variable_window_open
  attr_accessor :variable_corner
  attr_accessor :variable_width
end
 
#==============================================================================
# ** Game_Interpreter
#==============================================================================
 
class Game_Interpreter
  #--------------------------------------------------------------------------
  # * Variable Window Clear
  #--------------------------------------------------------------------------
  def variable_window_clear
    return unless $scene.is_a?(Scene_Map)
    $scene.variable_window.data = []
    $scene.variable_window.refresh
    $scene.variable_window.close
  end
  #--------------------------------------------------------------------------
  # * Variable Window Open
  #--------------------------------------------------------------------------
  def variable_window_open
    return unless $scene.is_a?(Scene_Map)
    $scene.variable_window.open if $scene.variable_window.data != []
    $game_system.variable_window_open = true
  end
  #--------------------------------------------------------------------------
  # * Variable Window Close
  #--------------------------------------------------------------------------
  def variable_window_close
    return unless $scene.is_a?(Scene_Map)
    $scene.variable_window.close
    $game_system.variable_window_open = false
  end
  #--------------------------------------------------------------------------
  # * Variable Window Add
  #--------------------------------------------------------------------------
  def variable_window_add(variable_id)
    return unless $scene.is_a?(Scene_Map)
    return unless variable_id.is_a?(Integer)
    return if $game_variables[variable_id].nil?
    return if $game_system.shown_variables.include?(variable_id)
    $game_system.shown_variables.push(variable_id)
    $scene.variable_window.refresh
  end
  #--------------------------------------------------------------------------
  # * Variable Window Remove
  #--------------------------------------------------------------------------
  def variable_window_remove(variable_id)
    return unless $scene.is_a?(Scene_Map)
    return unless $game_system.shown_variables.include?(variable_id)
    $game_system.shown_variables.delete(variable_id)
    $scene.variable_window.refresh
  end
  #--------------------------------------------------------------------------
  # * Variable Window Upper Left
  #--------------------------------------------------------------------------
  def variable_window_upper_left
    return unless $scene.is_a?(Scene_Map)
    $game_system.variable_corner = 0
  end
  #--------------------------------------------------------------------------
  # * Variable Window Upper Right
  #--------------------------------------------------------------------------
  def variable_window_upper_right
    return unless $scene.is_a?(Scene_Map)
    $game_system.variable_corner = 1
  end
  #--------------------------------------------------------------------------
  # * Variable Window Lower Left
  #--------------------------------------------------------------------------
  def variable_window_lower_left
    return unless $scene.is_a?(Scene_Map)
    $game_system.variable_corner = 2
  end
  #--------------------------------------------------------------------------
  # * Variable Window Lower Right
  #--------------------------------------------------------------------------
  def variable_window_lower_right
    return unless $scene.is_a?(Scene_Map)
    $game_system.variable_corner = 3
  end
  #--------------------------------------------------------------------------
  # * Variable Window Width
  #--------------------------------------------------------------------------
  def variable_window_width(value)
    return unless $scene.is_a?(Scene_Map)
    $game_system.variable_width = [160, value].max
    $scene.variable_window.refresh
  end
end
 
#==============================================================================
# ** Window_Variable
#==============================================================================
 
class Window_Variable < Window_Selectable
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :data
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    $game_system.shown_variables = [] if $game_system.shown_variables.nil?
    super(0, 0, 160, 56)
    self.openness = 0 if $game_system.shown_variables.empty?
    self.openness = 0 unless $game_system.variable_window_open
    refresh
    update_corner
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    $game_system.variable_width = 160 if $game_system.variable_width.nil?
    self.width = $game_system.variable_width
    @data = $game_system.shown_variables
    @value = [] if @value.nil?
    for variable in @data
      next if $game_variables[variable].nil?
      @value[variable] = $game_variables[variable]
    end
    @item_max = @data.size
    self.height = [@item_max, 1].max * 24 + 32
    create_contents
    for i in 0...@item_max
      draw_item(i)
    end
    update_corner
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
    super
    refresh if @data != $game_system.shown_variables
    for variable in @data.compact
      next if variable == nil
      next if $game_variables[variable].nil?
      next if @value[variable] == $game_variables[variable]
      draw_item(@data.index(variable))
    end
    update_corner
  end
  #--------------------------------------------------------------------------
  # * Update Corner
  #--------------------------------------------------------------------------
  def update_corner
    $game_system.variable_corner = 0 if $game_system.variable_corner.nil?
    case $game_system.variable_corner
    when 0
      self.x = 0
      self.y = 0
    when 1
      self.x = Graphics.width - self.width
      self.y = 0
    when 2
      self.x = 0
      self.y = Graphics.height - self.height
    when 3
      self.x = Graphics.width - self.width
      self.y = Graphics.height - self.height
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #--------------------------------------------------------------------------
  def draw_item(index)
    rect = item_rect(index)
    self.contents.clear_rect(rect)
    current_id = @data[index]
    return if $game_variables[current_id].nil?
    name = sprintf("%s:", $data_system.variables[current_id])
    amount = $game_variables[current_id]
    self.contents.font.color = system_color
    self.contents.draw_text(rect, name, 0)
    self.contents.font.color = normal_color
    self.contents.draw_text(rect, amount, 2)
  end
end
 
#==============================================================================
# ** Scene_Map
#==============================================================================
 
class Scene_Map < Scene_Base
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :variable_window
  #--------------------------------------------------------------------------
  # * Start processing
  #--------------------------------------------------------------------------
  alias start_sss_variable_map_window start unless $@
  def start
    start_sss_variable_map_window
    @variable_window = Window_Variable.new
  end
  #--------------------------------------------------------------------------
  # * Termination Processing
  #--------------------------------------------------------------------------
  alias terminate_sss_variable_map_window terminate unless $@
  def terminate
    @variable_window.dispose unless @variable_window.nil?
    @variable_window = nil
    terminate_sss_variable_map_window
  end
  #--------------------------------------------------------------------------
  # * Basic Update Processing
  #--------------------------------------------------------------------------
  alias update_basic_sss_variable_map_window update_basic unless $@
  def update_basic
    update_basic_sss_variable_map_window
    @variable_window.update unless @variable_window.nil?
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  alias update_sss_variable_map_window update unless $@
  def update
    update_sss_variable_map_window
    @variable_window.update unless @variable_window.nil?
  end
end
 
#===============================================================================
# 
# END OF FILE
# 
#===============================================================================
zum Lesen den Text mit der Maus markieren


lg flipy

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