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
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
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »Rairon« (18. Mai 2010, 20:21)
Benutzerinformationen überspringen
Motto: Brothers everywhere, raise your hands into the air, we're warriors, warriors of the world!
Wenn du das Script beifügen würdest, wäre das sicherlich sehr hilfreich 
mfg
- WarriorA -

mfg
- WarriorA -
- Eventer -
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
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
Benutzerinformationen überspringen
Motto: Brothers everywhere, raise your hands into the air, we're warriors, warriors of the world!
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
- WarriorA -
Ein Code und Spoiler Tag mit dem Script wäre hilfreich =)
mfg
- WarriorA -
- Eventer -
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
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
Benutzerinformationen überspringen
Motto: Brothers everywhere, raise your hands into the air, we're warriors, warriors of the world!
Ersetze Battle Windows komplet hiermit:
mfg
- WarriorA -
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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 -
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