Voyageur Lv.10
Age : 35 Inscrit le : 07/07/2008 Messages : 498
| Sujet: Des script de RPG Maker XP à VX. Mer 16 Juil 2008 - 18:55 | |
| Voila le script XP : - Code:
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# ƒƒjƒ…[‰æ–Ê—§‚¿ŠG•\Ž¦ Ver 1.00 # ”z•zŒ³EƒTƒ|[ƒgURL # http://members.jcom.home.ne.jp/cogwheel/
#============================================================================== # ¡ Window_Status #------------------------------------------------------------------------------ # @ƒXƒe[ƒ^ƒX‰æ–Ê‚Å•\Ž¦‚·‚éAƒtƒ‹Žd—l‚̃Xƒe[ƒ^ƒXƒEƒBƒ“ƒhƒE‚Å‚·B #==============================================================================
class Window_Status < Window_Base #-------------------------------------------------------------------------- # œ ƒIƒuƒWƒFƒNƒg‰Šú‰» # actor : ƒAƒNƒ^[ #-------------------------------------------------------------------------- def initialize(actor) super(0, 0, 640, 480) self.contents = Bitmap.new(width - 32, height - 32) @actor = actor @graphic = Sprite.new(self.viewport) @graphic.z = self.z + 1 @graphic.x = 500 @graphic.y = 480 refresh end #-------------------------------------------------------------------------- # œ ‰ð•ú #-------------------------------------------------------------------------- def dispose @graphic.dispose super end #-------------------------------------------------------------------------- # œ ƒŠƒtƒŒƒbƒVƒ… #-------------------------------------------------------------------------- def refresh self.contents.clear draw_actor_name(@actor, 4, 0) draw_actor_class(@actor, 4 + 144, 0) draw_actor_level(@actor, 16, 32) draw_actor_state(@actor, 16, 64) draw_actor_hp(@actor, 32, 112, 172) draw_actor_sp(@actor, 32, 144, 172) draw_actor_parameter(@actor, 32, 192, 0) draw_actor_parameter(@actor, 32, 224, 1) draw_actor_parameter(@actor, 32, 256, 2) draw_actor_parameter(@actor, 32, 304, 3) draw_actor_parameter(@actor, 32, 336, 4) draw_actor_parameter(@actor, 32, 368, 5) draw_actor_parameter(@actor, 32, 400, 6) self.contents.font.color = system_color self.contents.draw_text(160, 40, 80, 32, "EXP") self.contents.draw_text(160, 72, 80, 32, "NEXT") self.contents.font.color = normal_color self.contents.draw_text(160 + 80, 40, 84, 32, @actor.exp_s, 2) self.contents.draw_text(160 + 80, 72, 84, 32, @actor.next_rest_exp_s, 2) self.contents.font.color = system_color self.contents.fill_rect(224, 256, 272, 176, Color.new(255, 240, 128, 192)) self.contents.fill_rect(225, 257, 270, 174, Color.new(0, 0, 0, 128)) self.contents.fill_rect(236, 240, 52, 32, Color.new(192, 255, 240, 192)) self.contents.fill_rect(237, 241, 50, 30, Color.new(0, 32, 16, 128)) self.contents.draw_text(240, 240, 96, 32, "‘•”õ") draw_item_name($data_weapons[@actor.weapon_id], 240 + 16, 272) draw_item_name($data_armors[@actor.armor1_id], 240 + 16, 304) draw_item_name($data_armors[@actor.armor2_id], 240 + 16, 336) draw_item_name($data_armors[@actor.armor3_id], 240 + 16, 368) draw_item_name($data_armors[@actor.armor4_id], 240 + 16, 400) name = RPG::Face.seek(@actor.character_name)+"t" begin @graphic.bitmap=RPG::Cache.face(name) @graphic.ox = @graphic.bitmap.width * 3 / 5 @graphic.oy = @graphic.bitmap.height rescue end end end Traduit :- Spoiler:
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# Menu étiquetage面立ちpeinture Ver 1,00 # Distributeur appui Web # Http: / / members.jcom.home.ne.jp / engrenage /
#================================================= ============================= ■ # Window_Status #------------------------------------------------- ----------------------------- # Situation écran, qui affiche l'intégralité des spécifications de la fenêtre d'état. #================================================= =============================
classe Window_Status <Window_Base #------------------------------------------------- ------------------------- # ● objet d'initialisation # Acteur: acteurs #------------------------------------------------- ------------------------- bat initialiser (acteur) super (0, 0, 640, 480) self.contents = Bitmap.new (largeur - 32, hauteur - 32) @ Acteur = acteur @ = Sprite.new graphique (self.viewport) Graphic.z @ self.z = + 1 @ Graphic.x = 500 @ Graphic.y = 480 refresh fin #------------------------------------------------- ------------------------- ● libération # #------------------------------------------------- ------------------------- bat en disposer @ Graphic.dispose Super fin #------------------------------------------------- ------------------------- Actualiser # ● #------------------------------------------------- ------------------------- bat de rafraîchissement self.contents.clear draw_actor_name (@ acteur, 4, 0) draw_actor_class (@ acteur, 4 + 144, 0) draw_actor_level (@ acteur, 16, 32) draw_actor_state (@ acteur, 16, 64) draw_actor_hp (@ acteur, 32, 112, 172) draw_actor_sp (@ acteur, 32, 144, 172) draw_actor_parameter (@ acteur, 32, 192, 0) draw_actor_parameter (@ acteur, 32, 224, 1) draw_actor_parameter (@ acteur, 32, 256, 2) draw_actor_parameter (@ acteur, 32, 304, 3) draw_actor_parameter (@ acteur, 32, 336, 4) draw_actor_parameter (@ acteur, 32, 368, 5) draw_actor_parameter (@ acteur, 32, 400, 6) self.contents.font.color = system_color self.contents.draw_text (160, 40, 80, 32, «EXP») self.contents.draw_text (160, 72, 80, 32, "NEXT") self.contents.font.color = normal_color self.contents.draw_text (160 + 80, 40, 84, 32, @ actor.exp_s, 2) self.contents.draw_text (160 + 80, 72, 84, 32, @ actor.next_rest_exp_s, 2) self.contents.font.color = system_color self.contents.fill_rect (224, 256, 272, 176, Color.new (255, 240, 128, 192)) self.contents.fill_rect (225, 257, 270, 174, Color.new (0, 0, 0, 128)) self.contents.fill_rect (236, 240, 52, 32, Color.new (192, 255, 240, 192)) self.contents.fill_rect (237, 241, 50, 30, Color.new (0, 32, 16, 128)) self.contents.draw_text (240, 240, 96, 32, "matériel") draw_item_name ($ data_weapons [@ actor.weapon_id], 240 + 16, 272) draw_item_name ($ data_armors [@ actor.armor1_id], 240 + 16, 304) draw_item_name ($ data_armors [@ actor.armor2_id], 240 + 16, 336) draw_item_name ($ data_armors [@ actor.armor3_id], 240 + 16, 368) draw_item_name ($ data_armors [@ actor.armor4_id], 240 + 16, 400) name = RPG:: Face.seek (@ actor.character_name) + "t" commencer @ Graphic.bitmap = RPG:: Cache.face (nom) Graphic.ox = @ @ graphic.bitmap.width * 3 / 5 Graphic.oy = @ @ graphic.bitmap.height sauvetage fin fin fin
Voila plus d'information : Pour une photo http://66.102.9.104/translate_c?hl=fr&u=http://members.jcom.home.ne.jp/cogwheel/script/face_status.html&usg=ALkJrhhhAtR9NfCoRjYQp1Vuhzo37eJaXA Sinon c'est pour changer les statues des personnage. |
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