Jump to content
New account registrations are disabed. This website is now an archive. Read more here.

Canaanchaos

Member
  • Content Count

    17
  • Joined

  • Last visited

  1. Perfect. Thank you so much. My RPG shall now rock all ass thanks to you!
  2. One more question though. Is there any way to increase the number of stats to four or five? I can easily still move things around, but I'm just curious. Thanks again.
  3. Anyway, thank you--a lot--for staying with me and helping me through the whole thing. Never could've done it otherwise. I should be able to just script events to increase those 3. Thanks again!
  4. I'm an idiot who has been wasting your time . . . the errors came from the fact that I had two copies of that script somehow. One at the bottom, right above main . . . and one somewhere in the middle. The one in the middle must have been screwing it up, since any script it was to draw from (like Window_Base) was below it. I'm sorry. It actually works now.
  5. Got the same error: TypeError Superclass Window_Base undefined. Can you post your window_base then?
  6. #============================================================================== # ■ Window_Status #------------------------------------------------------------------------------ #  ステータス画面で表示する、フル仕様のステータスウィンドウです。 #============================================================================== class Window_Status < Window_Base #-------------------------------------------------------------------------- # ● オブジェクト初期化 # actor : アクター #-------------------------------------------------------------------------- def initialize(actor) super(0, 0, 640, 480) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize @actor = actor refresh end #-------------------------------------------------------------------------- # ● リフレッシュ #-------------------------------------------------------------------------- def refresh self.contents.clear draw_actor_graphic(@actor, 40, 112) draw_actor_name(@actor, 4, 0) draw_actor_class(@actor, 4 + 144, 0) draw_actor_level(@actor, 96, 32) draw_actor_state(@actor, 96, 64) draw_actor_hp(@actor, 96, 112, 172) draw_actor_sp(@actor, 96, 144, 172) draw_actor_parameter(@actor, 96, 192, 0) draw_actor_parameter(@actor, 96, 224, 1) draw_actor_parameter(@actor, 96, 256, 2) draw_actor_parameter(@actor, 96, 304, 3) draw_actor_parameter(@actor, 96, 336, 4) draw_actor_parameter(@actor, 96, 368, 5) draw_actor_parameter(@actor, 96, 400, 6) self.contents.font.color = system_color self.contents.draw_text(320, 48, 80, 32, "EXP") self.contents.draw_text(320, 80, 80, 32, "NEXT") self.contents.font.color = normal_color self.contents.draw_text(320 + 80, 48, 84, 32, @actor.exp_s, 2) self.contents.draw_text(320 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2) self.contents.font.color = system_color self.contents.draw_text(320, 160, 96, 32, "Equipment") draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 208) draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 256) draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 304) draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 352) draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 400) end def dummy self.contents.font.color = system_color self.contents.draw_text(320, 112, 96, 32, $data_system.words.weapon) self.contents.draw_text(320, 176, 96, 32, $data_system.words.armor1) self.contents.draw_text(320, 240, 96, 32, $data_system.words.armor2) self.contents.draw_text(320, 304, 96, 32, $data_system.words.armor3) self.contents.draw_text(320, 368, 96, 32, $data_system.words.armor4) draw_item_name($data_weapons[@actor.weapon_id], 320 + 24, 144) draw_item_name($data_armors[@actor.armor1_id], 320 + 24, 208) draw_item_name($data_armors[@actor.armor2_id], 320 + 24, 272) draw_item_name($data_armors[@actor.armor3_id], 320 + 24, 336) draw_item_name($data_armors[@actor.armor4_id], 320 + 24, 400) end end I think that's all right.
  7. I did get the same error. Not sure why. Here it is -- #============================================================================== # ■ Window_Base #------------------------------------------------------------------------------ #  ゲーム中のすべてのウィンドウのスーパークラスです。 #============================================================================== class Window_Base < Window #-------------------------------------------------------------------------- # ● オブジェクト初期化 # x : ウィンドウの X 座標 # y : ウィンドウの Y 座標 # width : ウィンドウの幅 # height : ウィンドウの高さ #-------------------------------------------------------------------------- def initialize(x, y, width, height) super() @windowskin_name = $game_system.windowskin_name self.windowskin = RPG::Cache.windowskin(@windowskin_name) self.x = x self.y = y self.width = width self.height = height self.z = 100 end #-------------------------------------------------------------------------- # ● 解放 #-------------------------------------------------------------------------- def dispose # ウィンドウ内容のビットマップが設定されていれば解放 if self.contents != nil self.contents.dispose end super end #-------------------------------------------------------------------------- # ● 文字色取得 # n : 文字色番号 (0~7) #-------------------------------------------------------------------------- def text_color(n) case n when 0 return Color.new(255, 255, 255, 255) when 1 return Color.new(128, 128, 255, 255) when 2 return Color.new(255, 128, 128, 255) when 3 return Color.new(128, 255, 128, 255) when 4 return Color.new(128, 255, 255, 255) when 5 return Color.new(255, 128, 255, 255) when 6 return Color.new(255, 255, 128, 255) when 7 return Color.new(192, 192, 192, 255) else normal_color end end #-------------------------------------------------------------------------- # ● 通常文字色の取得 #-------------------------------------------------------------------------- def normal_color return Color.new(255, 255, 255, 255) end #-------------------------------------------------------------------------- # ● 無効文字色の取得 #-------------------------------------------------------------------------- def disabled_color return Color.new(255, 255, 255, 128) end #-------------------------------------------------------------------------- # ● システム文字色の取得 #-------------------------------------------------------------------------- def system_color return Color.new(192, 224, 255, 255) end #-------------------------------------------------------------------------- # ● ピンチ文字色の取得 #-------------------------------------------------------------------------- def crisis_color return Color.new(255, 255, 64, 255) end #-------------------------------------------------------------------------- # ● 戦闘不能文字色の取得 #-------------------------------------------------------------------------- def knockout_color return Color.new(255, 64, 0) end #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- def update super # ウィンドウスキンが変更された場合、再設定 if $game_system.windowskin_name != @windowskin_name @windowskin_name = $game_system.windowskin_name self.windowskin = RPG::Cache.windowskin(@windowskin_name) end end #-------------------------------------------------------------------------- # ● グラフィックの描画 # actor : アクター # x : 描画先 X 座標 # y : 描画先 Y 座標 #-------------------------------------------------------------------------- def draw_actor_graphic(actor, x, y) bitmap = RPG::Cache.character(actor.character_name, actor.character_hue) cw = bitmap.width / 4 ch = bitmap.height / 4 src_rect = Rect.new(0, 0, cw, ch) self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect) end #-------------------------------------------------------------------------- # ● 名前の描画 # actor : アクター # x : 描画先 X 座標 # y : 描画先 Y 座標 #-------------------------------------------------------------------------- def draw_actor_name(actor, x, y) self.contents.font.color = normal_color self.contents.draw_text(x, y, 120, 32, actor.name) end #-------------------------------------------------------------------------- # ● クラスの描画 # actor : アクター # x : 描画先 X 座標 # y : 描画先 Y 座標 #-------------------------------------------------------------------------- def draw_actor_class(actor, x, y) self.contents.font.color = normal_color self.contents.draw_text(x, y, 236, 32, actor.class_name) end #-------------------------------------------------------------------------- # ● レベルの描画 # actor : アクター # x : 描画先 X 座標 # y : 描画先 Y 座標 #-------------------------------------------------------------------------- def draw_actor_level(actor, x, y) self.contents.font.color = system_color self.contents.draw_text(x, y, 32, 32, "Lv") self.contents.font.color = normal_color self.contents.draw_text(x + 32, y, 24, 32, actor.level.to_s, 2) end #-------------------------------------------------------------------------- # ● 描画用のステート文字列作成 # actor : アクター # width : 描画先の幅 # need_normal : [正常] が必要かどうか (true / false) #-------------------------------------------------------------------------- def make_battler_state_text(battler, width, need_normal) # 括弧の幅を取得 brackets_width = self.contents.text_size("[]").width # ステート名の文字列を作成 text = "" for i in battler.states if $data_states.rating >= 1 if text == "" text = $data_states.name else new_text = text + "/" + $data_states.name text_width = self.contents.text_size(new_text).width if text_width > width - brackets_width break end text = new_text end end end # ステート名の文字列が空の場合は "[正常]" にする if text == "" if need_normal text = "[Normal]" end else # 括弧をつける text = "[" + text + "]" end # 完成した文字列を返す return text end #-------------------------------------------------------------------------- # ● ステートの描画 # actor : アクター # x : 描画先 X 座標 # y : 描画先 Y 座標 # width : 描画先の幅 #-------------------------------------------------------------------------- def draw_actor_state(actor, x, y, width = 120) text = make_battler_state_text(actor, width, true) self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color self.contents.draw_text(x, y, width, 32, text) end #-------------------------------------------------------------------------- # ● EXP の描画 # actor : アクター # x : 描画先 X 座標 # y : 描画先 Y 座標 #-------------------------------------------------------------------------- def draw_actor_exp(actor, x, y) self.contents.font.color = system_color self.contents.draw_text(x, y, 24, 32, "E") self.contents.font.color = normal_color self.contents.draw_text(x + 24, y, 84, 32, actor.exp_s, 2) self.contents.draw_text(x + 108, y, 12, 32, "/", 1) self.contents.draw_text(x + 120, y, 84, 32, actor.next_exp_s) end #-------------------------------------------------------------------------- # ● HP の描画 # actor : アクター # x : 描画先 X 座標 # y : 描画先 Y 座標 # width : 描画先の幅 #-------------------------------------------------------------------------- def draw_actor_hp(actor, x, y, width = 144) # 文字列 "HP" を描画 self.contents.font.color = system_color self.contents.draw_text(x, y, 32, 32, $data_system.words.hp) # MaxHP を描画するスペースがあるか計算 if width - 32 >= 108 hp_x = x + width - 108 flag = true elsif width - 32 >= 48 hp_x = x + width - 48 flag = false end # HP を描画 self.contents.font.color = actor.hp == 0 ? knockout_color : actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2) # MaxHP を描画 if flag self.contents.font.color = normal_color self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1) self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s) end end #-------------------------------------------------------------------------- # ● SP の描画 # actor : アクター # x : 描画先 X 座標 # y : 描画先 Y 座標 # width : 描画先の幅 #-------------------------------------------------------------------------- def draw_actor_sp(actor, x, y, width = 144) # 文字列 "SP" を描画 self.contents.font.color = system_color self.contents.draw_text(x, y, 32, 32, $data_system.words.sp) # MaxSP を描画するスペースがあるか計算 if width - 32 >= 108 sp_x = x + width - 108 flag = true elsif width - 32 >= 48 sp_x = x + width - 48 flag = false end # SP を描画 self.contents.font.color = actor.sp == 0 ? knockout_color : actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2) # MaxSP を描画 if flag self.contents.font.color = normal_color self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1) self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s) end end #-------------------------------------------------------------------------- # ● パラメータの描画 # actor : アクター # x : 描画先 X 座標 # y : 描画先 Y 座標 # type : パラメータの種類 (0~6) #-------------------------------------------------------------------------- def draw_actor_parameter(actor, x, y, type) case type when 0 parameter_name = $data_system.words.atk parameter_value = actor.atk when 1 parameter_name = $data_system.words.pdef parameter_value = actor.pdef when 2 parameter_name = $data_system.words.mdef parameter_value = actor.mdef when 3 parameter_name = $data_system.words.str parameter_value = actor.str when 4 parameter_name = $data_system.words.dex parameter_value = actor.dex when 5 parameter_name = $data_system.words.agi parameter_value = actor.agi when 6 parameter_name = $data_system.words.int parameter_value = actor.int end self.contents.font.color = system_color self.contents.draw_text(x, y, 120, 32, parameter_name) self.contents.font.color = normal_color self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2) end #-------------------------------------------------------------------------- # ● アイテム名の描画 # item : アイテム # x : 描画先 X 座標 # y : 描画先 Y 座標 #-------------------------------------------------------------------------- def draw_item_name(item, x, y) if item == nil return end bitmap = RPG::Cache.icon(item.icon_name) self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24)) self.contents.font.color = normal_color self.contents.draw_text(x + 28, y, 212, 32, item.name) end end
  8. The site isn't wanting to let me upload that file. But if you tell me which in particular could be at fault, I'll copy them down here. I tried to use the script in a new game to see if that would help, but it didn't want to work there either.
  9. Ah. Ok. Yeah, Window_Base is as it should be. Could the error be because I don't have everything put in? All I did so far was put the script above main and changed one of the character ids to 10 to give the character in that slot the status screen.
  10. It's still there. You want me to change Window_Status < Window_Base to Window_Base < Window? That makes it so I don't get an error, but then nothing appears in the status screen.
  11. I get an error that the superclass window base is undefined. Any idea why? It's happened before, I think.
  12. I attached a little picture with what I want (I suck at picture edits, I know). I do know how to move around all the stats. The only thing I was really worried about was getting them to appear there in the first place. If you can figure out how to put them in there, I can move them around where I want. Thanks so much, man. You're an absolute life saver!
  13. Hi. I need a script to alter the status screen for each character to include additional stats like Courage, Charm, and Intellect, like in Persona 3. I would need to be able to have events add to them, so maybe have some sort of titled variables that I could check in the status menu? Any help would be appreciated.
  14. Although if anyone knows how to add such stats in the status screen, like a constant, but then have some way to influence them in-game, that'd be a good alternative.
×
×
  • Create New...