Studio Amical
Vous souhaitez réagir à ce message ? Créez un compte en quelques clics ou connectez-vous pour continuer.



 
AccueilRechercherDernières imagesS'enregistrerConnexion
Le deal à ne pas rater :
Manga Chainsaw Man : où acheter le Tome 17 édition Collector de ...
19.99 €
Voir le deal

 

Script - XP bars dans le menu

Voir le sujet précédent Voir le sujet suivant Aller en bas 
Auteur Message
Mikuri
Admin
Admin
Mikuri

Masculin
Age : 33 Date d'inscription : 20/02/2007 Nombre de messages : 2015 Localisation : Québec

Script - XP bars dans le menu Vide
MessageSujet: Script - XP bars dans le menu   Script - XP bars dans le menu Icon_minitimeJeu 3 Nov - 21:12

Code:
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
#  This class handles the actor. It's used within the Game_Actors class
#  ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================

class Game_Actor < Game_Battler
  def now_exp
    return @exp - @exp_list[@level]
  end
  def next_exp
    return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
  end
end

#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
#  This class is for all in-game windows.
#==============================================================================

class Window_Base < Window
  #--------------------------------------------------------------------------
  # * Draw EXP Gauge
  #--------------------------------------------------------------------------
  # Modification of the original Draw HP process
  alias :draw_actor_exp_hpsp :draw_actor_exp
  def draw_actor_exp(actor, x, y, width = 204)
    # Determine the rate of fill based on the actor's EXP and Next EXP
    if actor.next_exp != 0
      rate = actor.now_exp.to_f / actor.next_exp
    else
      rate = 1
    end
    # plus_x:    revised x-coordinate
    # rate_x:    revised X-coordinate as (%)
    # plus_y:    revised y-coordinate
    # plus_width: revised width
    # rate_width: revised width as (%)
    # height:    Vertical width
    # align1: Type 1 ( 0: left justify  1: center justify 2: right justify )
    # align2: Type 2 ( 0: Upper stuffing 1: Central arranging  2:Lower stuffing )
    # align3: Gauge type 0:Left justify 1: Right justify
    plus_x = 0
    rate_x = 0
    plus_y = 24
    plus_width = 0
    rate_width = 100
    height = 10#10
    align1 = 1
    align2 = 2
    align3 = 0
    # Gradation settings:  grade1: Empty gauge  grade2:Actual gauge
    # (0:On side gradation  1:Vertically gradation    2: Slantedly gradation)
    grade1 = 1
    grade2 = 0
    # Color setting. color1: Outermost framework, color2: Medium framework
    # color3: Empty framework dark color, color4: Empty framework light/write color
    color1 = Color.new(0, 0, 0, 192)
    color2 = Color.new(255, 255, 192, 192)
    color3 = Color.new(0, 0, 0, 192)
    color4 = Color.new(64, 0, 0, 192)
    # Color setting of gauge
    # Usually color setting of the time     
    color5 = Color.new(80 * rate, 80 - 80 * rate ** 2, 80 - 80 * rate, 192)
    color6 = Color.new(240 * rate, 240 - 240 * rate ** 2, 240 - 240 * rate, 192)
    # Determine the gauge's width & fill based on the actor's Next EXP
    if actor.next_exp != 0
      exp = (width + plus_width) * actor.now_exp * rate_width /
                                                          100 / actor.next_exp
    else
      exp = (width + plus_width) * rate_width / 100
    end
    # Drawing of gauge
    gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
                width, plus_width + width * rate_width / 100,
                height, exp, align1, align2, align3,
                color1, color2, color3, color4, color5, color6, grade1, grade2)
    # Call the original Draw EXP process
    draw_actor_exp_hpsp(actor, x, y)
  end
  #--------------------------------------------------------------------------
  # * Drawing of gauge
  #--------------------------------------------------------------------------
  def gauge_rect(x, y, rect_width, width, height, gauge, align1, align2, align3,
                color1, color2, color3, color4, color5, color6, grade1, grade2)
    case align1
    when 1
      x += (rect_width - width) / 2
    when 2
      x += rect_width - width
    end
    case align2
    when 1
      y -= height / 2
    when 2
      y -= height
    end
    # Framework Drawing
    self.contents.fill_rect(x, y, width, height, color1)
    self.contents.fill_rect(x + 1, y + 1, width - 2, height - 2, color2)
    if align3 == 0
      if grade1 == 2
        grade1 = 3
      end
      if grade2 == 2
        grade2 = 3
      end
    end
    if (align3 == 1 and grade1 == 0) or grade1 > 0
      color = color3
      color3 = color4
      color4 = color
    end
    if (align3 == 1 and grade2 == 0) or grade2 > 0
      color = color5
      color5 = color6
      color6 = color
    end
    # Drawing of empty gauge
    self.contents.gradation_rect(x + 2, y + 2, width - 4, height - 4,
                                  color3, color4, grade1)
    if align3 == 1
      x += width - gauge
    end
    #  Drawing of actual gauge
    self.contents.gradation_rect(x + 2, y + 2, gauge - 4, height - 4,
                                  color5, color6, grade2)
  end
end

#------------------------------------------------------------------------------
# New routine added to the Bitmap class.
#==============================================================================

class Bitmap
#--------------------------------------------------------------------------
# * Rectangle Gradation Indicator
#  color1: Start color
#  color2: Ending color
#  align: 0: On side gradation
#          1: Vertically gradation
#          2: The gradation (intense concerning slantedly heavily note)
#--------------------------------------------------------------------------
  def gradation_rect(x, y, width, height, color1, color2, align = 0)
    if align == 0
      for i in x...x + width
        red  = color1.red + (color2.red - color1.red) * (i - x) / (width - 1)
        green = color1.green +
                (color2.green - color1.green) * (i - x) / (width - 1)
        blue  = color1.blue +
                (color2.blue - color1.blue) * (i - x) / (width - 1)
        alpha = color1.alpha +
                (color2.alpha - color1.alpha) * (i - x) / (width - 1)
        color = Color.new(red, green, blue, alpha)
        fill_rect(i, y, 1, height, color)
      end
    elsif align == 1
      for i in y...y + height
        red  = color1.red +
                (color2.red - color1.red) * (i - y) / (height - 1)
        green = color1.green +
                (color2.green - color1.green) * (i - y) / (height - 1)
        blue  = color1.blue +
                (color2.blue - color1.blue) * (i - y) / (height - 1)
        alpha = color1.alpha +
                (color2.alpha - color1.alpha) * (i - y) / (height - 1)
        color = Color.new(red, green, blue, alpha)
        fill_rect(x, i, width, 1, color)
      end
    elsif align == 2
      for i in x...x + width
        for j in y...y + height
          red  = color1.red + (color2.red - color1.red) *
                  ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          green = color1.green + (color2.green - color1.green) *
                  ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          blue  = color1.blue + (color2.blue - color1.blue) *
                  ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          alpha = color1.alpha + (color2.alpha - color1.alpha) *
                  ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          color = Color.new(red, green, blue, alpha)
          set_pixel(i, j, color)
        end
      end
    elsif align == 3
      for i in x...x + width
        for j in y...y + height
          red  = color1.red + (color2.red - color1.red) *
                ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          green = color1.green + (color2.green - color1.green) *
                ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          blue  = color1.blue + (color2.blue - color1.blue) *
                ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          alpha = color1.alpha + (color2.alpha - color1.alpha) *
                ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          color = Color.new(red, green, blue, alpha)
          set_pixel(i, j, color)
        end
      end
    end
  end
end

(Pas de moi, j'voulais juste le mettre quelque part...)
Revenir en haut Aller en bas
http://ringrmxp.50webs.com/index.html
Mikuri
Admin
Admin
Mikuri

Masculin
Age : 33 Date d'inscription : 20/02/2007 Nombre de messages : 2015 Localisation : Québec

Script - XP bars dans le menu Vide
MessageSujet: Re: Script - XP bars dans le menu   Script - XP bars dans le menu Icon_minitimeVen 4 Nov - 2:28

En version 2:
Code:
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
#  This class handles the actor. It's used within the Game_Actors class
#  ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================

class Game_Actor < Game_Battler
  def now_exp
    return @exp - @exp_list[@level]
  end
  def next_exp
    return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
  end
end

#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
#  This class is for all in-game windows.
#==============================================================================

class Window_Base < Window
  #--------------------------------------------------------------------------
  # * Draw EXP Gauge
  #--------------------------------------------------------------------------
  # Modification of the original Draw HP process
  alias :draw_actor_exp_hpsp :draw_actor_exp
  def draw_actor_exp(actor, x, y, width = 204)
    # Determine the rate of fill based on the actor's EXP and Next EXP
    if actor.next_exp != 0
      rate = actor.now_exp.to_f / actor.next_exp
    else
      rate = 1
    end
    # plus_x:    revised x-coordinate
    # rate_x:    revised X-coordinate as (%)
    # plus_y:    revised y-coordinate
    # plus_width: revised width
    # rate_width: revised width as (%)
    # height:    Vertical width
    # align1: Type 1 ( 0: left justify  1: center justify 2: right justify )
    # align2: Type 2 ( 0: Upper stuffing 1: Central arranging  2:Lower stuffing )
    # align3: Gauge type 0:Left justify 1: Right justify
    plus_x = 0
    rate_x = 0
    plus_y = 24
    plus_width = 0
    rate_width = 100
    height = 10
    align1 = 1
    align2 = 2
    align3 = 0
    # Gradation settings:  grade1: Empty gauge  grade2:Actual gauge
    # (0:On side gradation  1:Vertically gradation    2: Slantedly gradation)
    grade1 = 1
    grade2 = 0
    # Color setting. color1: Outermost framework, color2: Medium framework
    # color3: Empty framework dark color, color4: Empty framework light/write color
    color1 = Color.new(0, 0, 0, 192)
    color2 = Color.new(255, 255, 192, 192)
    color3 = Color.new(0, 0, 0, 192)
    color4 = Color.new(64, 0, 0, 192)
    # Color setting of gauge
    # Usually color setting of the time     
    color5 = Color.new(80 * rate, 80 - 80 * rate ** 2, 80 - 80 * rate, 192)
    color6 = Color.new(240 * rate, 240 - 240 * rate ** 2, 240 - 240 * rate, 192)
    # Determine the gauge's width & fill based on the actor's Next EXP
    if actor.next_exp != 0
      exp = (width + plus_width) * actor.now_exp * rate_width /
                                                          100 / actor.next_exp
    else
      exp = (width + plus_width) * rate_width / 100
    end
    # Drawing of gauge
    gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
                width, plus_width + width * rate_width / 100,
                height, exp, align1, align2, align3,
                color1, color2, color3, color4, color5, color6, grade1, grade2)
    # Call the original Draw EXP process
    draw_actor_exp_hpsp(actor, x, y)
  end
  #--------------------------------------------------------------------------
  # * Drawing of gauge
  #--------------------------------------------------------------------------
  def gauge_rect(x, y, rect_width, width, height, gauge, align1, align2, align3,
                color1, color2, color3, color4, color5, color6, grade1, grade2)
    case align1
    when 1
      x += (rect_width - width) / 2
    when 2
      x += rect_width - width
    end
    case align2
    when 1
      y -= height / 2
    when 2
      y -= height
    end
    # Framework Drawing
    self.contents.fill_rect(x, y, width, height, color1)
    self.contents.fill_rect(x + 1, y + 1, width - 2, height - 2, color2)
    if align3 == 0
      if grade1 == 2
        grade1 = 3
      end
      if grade2 == 2
        grade2 = 3
      end
    end
    if (align3 == 1 and grade1 == 0) or grade1 > 0
      color = color3
      color3 = color4
      color4 = color
    end
    if (align3 == 1 and grade2 == 0) or grade2 > 0
      color = color5
      color5 = color6
      color6 = color
    end
    # Drawing of empty gauge
    self.contents.gradation_rect(x + 2, y + 2, width - 4, height - 4,
                                  color3, color4, grade1)
    if align3 == 1
      x += width - gauge
    end
    #  Drawing of actual gauge
    self.contents.gradation_rect(x + 2, y + 2, gauge - 4, height - 4,
                                  color5, color6, grade2)
  end
end

#------------------------------------------------------------------------------
# New routine added to the Bitmap class.
#==============================================================================

class Bitmap
#--------------------------------------------------------------------------
# * Rectangle Gradation Indicator
#  color1: Start color
#  color2: Ending color
#  align: 0: On side gradation
#          1: Vertically gradation
#          2: The gradation (intense concerning slantedly heavily note)
#--------------------------------------------------------------------------
  def gradation_rect(x, y, width, height, color1, color2, align = 0)
    if align == 0
      for i in x...x + width
        red  = color1.red + (color2.red - color1.red) * (i - x) / (width - 1)
        green = color1.green +
                (color2.green - color1.green) * (i - x) / (width - 1)
        blue  = color1.blue +
                (color2.blue - color1.blue) * (i - x) / (width - 1)
        alpha = color1.alpha +
                (color2.alpha - color1.alpha) * (i - x) / (width - 1)
        color = Color.new(red, green, blue, alpha)
        fill_rect(i, y, 1, height, color)
      end
    elsif align == 1
      for i in y...y + height
        red  = color1.red +
                (color2.red - color1.red) * (i - y) / (height - 1)
        green = color1.green +
                (color2.green - color1.green) * (i - y) / (height - 1)
        blue  = color1.blue +
                (color2.blue - color1.blue) * (i - y) / (height - 1)
        alpha = color1.alpha +
                (color2.alpha - color1.alpha) * (i - y) / (height - 1)
        color = Color.new(red, green, blue, alpha)
        fill_rect(x, i, width, 1, color)
      end
    elsif align == 2
      for i in x...x + width
        for j in y...y + height
          red  = color1.red + (color2.red - color1.red) *
                  ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          green = color1.green + (color2.green - color1.green) *
                  ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          blue  = color1.blue + (color2.blue - color1.blue) *
                  ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          alpha = color1.alpha + (color2.alpha - color1.alpha) *
                  ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          color = Color.new(red, green, blue, alpha)
          set_pixel(i, j, color)
        end
      end
    elsif align == 3
      for i in x...x + width
        for j in y...y + height
          red  = color1.red + (color2.red - color1.red) *
                ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          green = color1.green + (color2.green - color1.green) *
                ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          blue  = color1.blue + (color2.blue - color1.blue) *
                ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          alpha = color1.alpha + (color2.alpha - color1.alpha) *
                ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          color = Color.new(red, green, blue, alpha)
          set_pixel(i, j, color)
        end
      end
    end
  end
end
Revenir en haut Aller en bas
http://ringrmxp.50webs.com/index.html

Script - XP bars dans le menu

Voir le sujet précédent Voir le sujet suivant Revenir en haut 
Page 1 sur 1

Permission de ce forum: Vous ne pouvez pas répondre aux sujets dans ce forum
Studio Amical :: Art :: Game making :: Ressources :: Script -