kokura
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Hmmmm I have lots of scripts on the game, however I'm developing this one in a different proyect. If you want to help me I have them in a dropbox =) so just PM me your e-mail and I can share the folder with you ^^ I tryed to do it myself, however... and this is what I wrote: def draw_actor_hp2(actor, x, y) if actor.hp == 99999 draw_slant_bar(x, y + 18, 1, 1, 190, 6, Color.new(0, 100, 0, 255), Color.new(0, 255, 0, 255)) else draw_slant_bar(x, y + 18, actor.hp, actor.maxhp, 190, 6, Color.new(0, 100, 0, 255), Color.new(0, 255, 0, 255)) end end def draw_actor_sp2(actor, x, y) if actor.sp == 9999 draw_slant_bar(x, y + 18, 1, 1, 190, 6, Color.new(0, 100, 0, 255), Color.new(0, 255, 0, 255)) else draw_slant_bar(x, y + 18, actor.sp, actor.maxsp, 190, 6, Color.new(0, 100, 0, 255), Color.new(0, 255, 0, 255)) end end The result was that the game draw two full green gauges with nothing written in them, I'm such a mess >_<
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Just for the scene, I want them to be displayed on the main menu =)
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Yeah I know, I suppose that they are attached already to draw_actor_hp/sp, what I was asking is for a way to print HP/SP words and max value from scratch, maybe I have to define another term for them?
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Hi people! ^^ I'm a n00b trying to make my own Scene_Equip and I've encountered a problem due to my lack of proficiency. Right now I'm modifying the Window_EquipLeft script to display all parameters including HP and SP. This, however, has provoked several things I would ask your help to resolve. (Don't mind the sizes of the other windows, for I intend to modify them later on) First problem: I would like that the states of HP and SP appear as the rest of the parameters, I mean, with no bar at all. I'm just using draw_actor_hp and draw_actor_sp but somehow the bars are included as well :/ Second issue: the parameter increment. As you can see the @new_'parameter' appears in x=50, my intention for it is to appear the same place as the old parameter, deleting the older and showing the number in green if it's greater or red if it's lower. I suppose that this is more complex than the childplay I been working on, for that reason I need your help =) And here I provide the CODE: # This is the definition of the face drawing def draw_actor_face(actor, x, y) face = RPG::Cache.character("Faces/" + actor.character_name + ".png" , actor.character_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) end #============================================================================== # ■Window_EquipLeft #------------------------------------------------------------------------------ class Window_EquipLeft < Window_Base #-------------------------------------------------------------------------- def initialize(actor) super(0, 64, 200, 414) self.contents = Bitmap.new(width - 32, height - 32) self.contents.font.name = $fontface self.contents.font.size = $fontsize @actor = actor refresh end #-------------------------------------------------------------------------- def refresh self.contents.clear draw_actor_name(@actor, 4, 0) draw_actor_face(@actor, 70, 100) draw_actor_level(@actor, 4, 32) draw_actor_hp(@actor, 10, 96) # this code is showing the bar as well draw_actor_sp(@actor, 10, 110) # this code is showing the bar as well draw_actor_parameter(@actor, 4, 142, 0) draw_actor_parameter(@actor, 4, 162, 1) draw_actor_parameter(@actor, 4, 182, 2) draw_actor_parameter(@actor, 4, 202, 3) draw_actor_parameter(@actor, 4, 222, 4) draw_actor_parameter(@actor, 4, 242, 5) draw_actor_parameter(@actor, 4, 262, 6) draw_actor_parameter(@actor, 4, 282, 7) if @new_hp != nil self.contents.font.color = system_color self.contents.draw_text(50, 96, 40, 32, "→", 1) # I put x=50 temporally self.contents.font.color = normal_color self.contents.draw_text(50, 96, 36, 32, @new_hp.to_s, 2) end if @new_sp != nil self.contents.font.color = system_color self.contents.draw_text(50, 110, 40, 32, "→", 1) self.contents.font.color = normal_color self.contents.draw_text(50, 110, 36, 32, @new_sp.to_s, 2) end if @new_atk != nil self.contents.font.color = system_color self.contents.draw_text(50, 142, 40, 32, "→", 1) self.contents.font.color = normal_color self.contents.draw_text(50, 142, 40, 32, @new_atk.to_s, 2) end if @new_pdef != nil self.contents.font.color = system_color self.contents.draw_text(50, 162, 40, 32, "→", 1) self.contents.font.color = normal_color self.contents.draw_text(50, 162, 36, 32, @new_pdef.to_s, 2) end if @new_mdef != nil self.contents.font.color = system_color self.contents.draw_text(50, 182, 40, 32, "→", 1) self.contents.font.color = normal_color self.contents.draw_text(50, 182, 36, 32, @new_mdef.to_s, 2) end if @new_eva != nil self.contents.font.color = system_color self.contents.draw_text(50, 282, 40, 32, "→", 1) self.contents.font.color = normal_color self.contents.draw_text(50, 282, 36, 32, @new_eva.to_s, 2) end end #-------------------------------------------------------------------------- def set_new_parameters(new_hp, new_sp, new_atk, new_pdef, new_mdef, new_eva) if @new_hp != new_hp or @new_sp != new_sp or @new_atk != new_atk or @new_pdef != new_pdef or @new_mdef != new_mdef or @new_eva != new_eva @new_hp = new_hp @new_sp = new_sp @new_atk = new_atk @new_pdef = new_pdef @new_mdef = new_mdef @new_eva = new_eva refresh end end end The data is in Spanish but that should be a problem I suppose =) Thanks beforehand!
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kokura started following [XP] Script Petition - Change Battle Windowskin and Help with Custom Scene_Equip
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Awesome! Thank you very much ^^
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Hi =) I would like to ask for a like piece of code which would allow me to show a different windowskin from the Graphic folder when in battle. Thanks beforehand =)
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heh, just an educated guess =) I've got another question for you; in the parameter section, is there any way to stablish a maximum value for the parameters bars? Because every time I run my game they seem to differ in lenght with the same parameter value (Ex: 150 Atk). Thanks again and looking forward for your new scripts =)
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I have been testing over and over the script in my project and I found peculiar that the bug does not seem to manifest when Input::R, I have no idea about scripting but I deduce that the problem might be in one of these two parts of the script: or I though it may help, but I will step aside and let the bigger boys play with it =)
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ACE Equip System [RMXP]
kokura replied to Bigace360's topic in Archived RPG Maker XP Scripts (RGSS1)
Hope I'm not becoming a nuisance, for I have found another bug :$ After selecting the 'Clear' option, whenever you try to equip something the scripts seems to still recognize like there is something equipped and only allows the user to select <Unequip>. However the Optimeze option works just fine. Awesome job anyways ^^ -
Hi! First of all, great job with the Scene, it really looks awesome :) I have encontered a minor bug and I though you should know: When in the Status window, if you press either L or R buttons to change the party members, the cursor just seems to get lost between the selectable options, if you go all the way up you can find them but 'General', 'Parameters' and 'States' does not seem to appear.