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Rairon

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  • »Rairon« ist der Autor dieses Themas

Motto: Milch macht das Leben dreidimensional!

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1

Dienstag, 18. Mai 2010, 20:21

SBS Problem mit HP anzeige

hallo
ich experimentiere gerade mit dem SBS Tanketai (oder so änhlich ^^) herum und versuch dran rumzubasteln, damit es meinen vorlieben entspricht ^^

aber jetzt hab ich ein problem mit der HP/SP anzeige und dem HP/SP Balken
Die HP anzeige steht immer in der Anzeige vom balken drinnen
die anzeige zun entfernen spuckt mir fehlermeldungen aus

ich hab dann die schrift so klein gemacht und den balken verschoben und das sieht jetzt so aus wie unten im Anhang
jetzt wollt ich fragen ob man die HP/SP schriftanzeige doch irgendwie wegmachen kann, weil mich stört die anzeige total :/
die zahlen sollen bleiben
»Rairon« hat folgendes Bild angehängt:
  • HP Anzeige.png

Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »Rairon« (18. Mai 2010, 20:21)


WarriorA

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Motto: Brothers everywhere, raise your hands into the air, we're warriors, warriors of the world!

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2

Dienstag, 18. Mai 2010, 20:31

Wenn du das Script beifügen würdest, wäre das sicherlich sehr hilfreich ;)

mfg

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3

Dienstag, 18. Mai 2010, 21:08

http://www.rpg-studio.de:8181/scriptdb/R…tle-System.html

hab mein projekt aus der demo von diesem SBS gemacht
hab alles standard gelassen
war ja auch in der demo schon so das sich die anzeigen überdeckt haben

habs dann halt nachträglich so geändert das die anzeige ganz klein drüber is

WarriorA

Knappe

Motto: Brothers everywhere, raise your hands into the air, we're warriors, warriors of the world!

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4

Dienstag, 18. Mai 2010, 21:14

Steht zwar für VX und XP, aber um den Code aus der Demo zu bekommen benötigt man den VX, was ich nicht tue.
Ein Code und Spoiler Tag mit dem Script wäre hilfreich =)

mfg

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Rairon

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5

Dienstag, 18. Mai 2010, 21:21

es gibt von diesem SBS 2 versionen
eine für vx und eine für xp

und man braucht den vx nich...

hier is der downloadlink von der xp version:
http://www.rpg-studio.de:8181/scriptdb/s…Tanketai_XP.rar


source code hier reinstellen würde ewig lang werden :D

WarriorA

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6

Dienstag, 18. Mai 2010, 21:38

Ersetze Battle Windows komplet hiermit:

Spoiler

Quellcode

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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 = 0
  # 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 = true
 
  # Only valid if 'Display_Type = 2', adjust the base position of the attributes
  # of each character
  Custom_Stat_Position = [[0,0],[8,24],[16,48],[18,72]]
 
  # Configuration of the Attributes Battle Window
  # Battle_Window = [Position X, Position Y, Width, Height, Opacity, Trasparent Edge]
  Battle_Window = [0 , 320, 640, 160, 160, false]
  # 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, -8, 'Arial', 22, false]
 
  # Configuration of the HP text exhibition
  # HP_Text = [Position X, Position Y, Font Name, Font Size, Bold]
  HP_Text = [0, 40, 'Arial', 22, false]
 
  # Configuration of the HP digits exhibition
  # HP_Number = [Font Name, Font Size, Bold, Show Max HP]
  HP_Number = ['Arial', 22, false, true]
 
  # Configuration of the Max HP digits exhibition
  # Max_HP_Number = [Font Name, Font Size, Bold]
  Max_HP_Number = ['Arial', 22, false]   
 
  # Configuration of the SP text exhibition
  # SP_Text = [Position X, Position Y, Font Name, Font Size, Bold]
  SP_Text = [0, 64, 'Arial', 22, false]
 
  # Configuration of the SP digits exhibition
  # SP_Number = [Font Name, Font Size, Bold, Show Max HP]
  SP_Number = ['Arial', 22, false, true]   
 
  # Configuration of the Max SP digits exhibition
  # Max_SP_Number = [Font Name, Font Size, Bold]
  Max_SP_Number = ['Arial', 22, 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 = true # 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 = true
  # 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]
  	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]
  	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
zum Lesen den Text mit der Maus markieren


mfg

- WarriorA -
- Eventer -

  • Allgemeines

    Bild
    Bild
  • Können

    Eventing 10/10
    Mapping 7,5/10
    Grafiken 6,5/10
    Scripting 4/10
    Pixeln 0/10
  • Projekt

    Bild

Rairon

Ankömmling

  • »Rairon« ist der Autor dieses Themas

Motto: Milch macht das Leben dreidimensional!

  • Nachricht senden

7

Dienstag, 18. Mai 2010, 22:10

danke funzt perfekt
du bist ein gott ^^

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